Section I Introduction
Section II Interface Reference


Table of Contents
Section I Introduction......................................................................................................................................................................3
Section II Interface Reference ..............................................................................................................................................7 Main Menu ................................................................................................................................................................................8 Adventure Map ....................................................................................................................................................................13
Heroes and the Hero Screen ................................................................................................................................23
Skills ..................................................................................................................................................................................................33
Combat ............................................................................................................................................................................................40 Towns ...............................................................................................................................................................................................49 Magic System .........................................................................................................................................................................55
Kingdom Overview ................................................................................................................................................................57 Multiplayer .............................................................................................................................................................................59
Section III World Reference ............................................................................................................................................63 Spell Reference ....................................................................................................................................................................63
Town and Creature
Reference ............................................................................................................................81
Individual Heroes ..............................................................................................................................................................118
Section IV Appendices ..........................................................................................................................................................134
Keyboard Shortcuts ......................................................................................................................................................134
Mplayer.com ........................................................................................................................................................................135 HEAT ...........................................................................................................................................................................................137 Troubleshooting ..................................................................................................................................................................138
Customer Support ..........................................................................................................................................................141
Index ................................................................................................................................................................................................142
90-Day Limited
Warranty ..................................................................................................................................144
©
1999 The 3DO Company. All Rights Reserved. Heroes of
Might and Magic, Heroes, Might and Magic, New World Computing, 3DO, and their
respective logos, are trademarks and/or service marks of The 3DO Company in the
U.S. and other countries. All other trademarks belong to their respective owners.
New World Computing is a division of The 3DO Company.
The software and related manual for this 3DO product are copyrighted. No
portion of this product may be photocopied, scanned, translated, reproduced,
copied or reduced to any tangible or electronic medium or machine-readable
form, or publicly performed or displayed, without the prior written consent of
The 3DO Company. The owner of this product is entitled to use the software and
related manual for his or her own use, but is not entitled to reproduce and
distribute any copies of the software or manual to any other individual or
entity; nor to rent or lease this product or any copy thereof to any third
party.
Uses Bink Video Technology. © 1997-1998 by RAD Game Tools, Inc.
Uses Miles Sound System. © 1991-1998 by RAD Game Tools, Inc.
Windows, the Windows logo and DirectX are trademarks and/or registered
trademarks of the Microsoft Corporation.
![]()
Edwin E. Steussy, Publisher.
Tom Ono, Author. Amy Yancey, Coordinator.
Dear Heroes of Might and Magic® fans,
When I sat
down to create King’s Bounty®, the precursor to Heroes of Might and Magic, never in my wildest dreams did I
imagine it would grow into the phenomenon the series has become. I had just finished Might and Magic® II. At the time, King’s Bounty was state of the art: 16 colors and used up
both sides of the floppy disk. I had one
programmer and one artist to make my design real, and it took us about a year
to finish.
Nine years later, the Heroes™ III game is state of the art. The Heroes III game has 65,000 colors and fills an entire
CD. I had over 30 people work on the
project: programmers, artists, voice actors, and level designers, and it took
us about 18 months to finish.
King’s Bounty, although crude by today’s standards, was a
lot of fun to play. Players recruited
troops, maintained armies, and fought battles on tactical maps with a variety
of fantastic monsters. The Heroes III game does the same, only the graphics are much
fancier and the animations are far smoother.
In addition, some fundamental game play changes have happened since
then, giving the player options and tactics magnifying the scope of the
game tremendously.
The leap from King’s Bounty to the Heroes I game was the single largest change, both in
terms of technology and game play. I
looked at what I thought had gone right with King’s Bounty, mixed in our fans’ wish lists and the
capabilities of more modern computers, and got down to work. After a seemingly endless series of false
starts, dead ends, and programming troubles, we shipped the game and held our
breath.
The Heroes I game shipped quietly enough, but
enthusiasm for the game was strong and grew stronger as time passed. It took us a while to realize we had a
genuine hit on our hands, but when we did, we started work on the Heroes II game immediately. This time, we were armed with a ton of fan
mail suggestions and an existing game that we could build from. Nevertheless,
what seemed to be a simple improvement to a finished game was fraught with
complications, and I agonized over design decisions and game balance
considerations.
After a
year’s worth of design wrangling, we got down to business and the Heroes II game shipped in time for Christmas. I noticed that everyone in the office was
playing the game even people working on different projects - and knew from past
experience what a good sign this was. The Heroes II game turned out to be one of our most popular
games ever.
Now we’ve shipped the Heroes III game. We’ve had a lot of fun designing and
making this game, and once again, everyone in the office is playing it. I’m confident the Heroes III game is going to be a smashing success! We hope you have as much fun playing it as
we’ve had making it!
Sincerely,
Jon Van Caneghem
Creator and Designer
Heroes of Might and
Magic I-III
Might and Magic I-VII
King’s Bounty
Commander,
I
hope this letter finds you well and has reached you before you set sail with
Queen Catherine to Erathia. I regret these trying times. The duties forced upon
me have made it impossible for me to see you off in person.
First,
let me congratulate you on your commission. I am glad
— no, thankful — Catherine has someone of your character and abilities
among her entourage. I do not hold such an unqualified opinion of some who
travel with you. I know you are more at home on the battlefield than in the
company of the royal court, but let me remind you, the strategies and tactics
employed there are every bit as complex and potentially deadly, as any found in
military conflict. No, I don’t have any real proof of any particular disloyalty
or treachery — just a feeling.
It
is unfortunate your first visit to Erathia could not be made in happier times —
it is a land of beauty and stability. Or at least it has been, under Nicolas
Gryphonheart’s rule. He was a great
king and a dedicated ally. I will remember him best as a man of strength and
fairness, both qualities have bred

This
manual is divided into three main sections. This section, the Introduction, contains the background story, features
information, installation instructions, and “getting started” hints. The second
section, Interface Reference, details the workings of the game’s
various interfaces. The third section, World Reference, is full of descriptive and statistical
information about the locations, creatures, heroes, and spells you will
encounter as you play. The Appendices contain additional information about
Internet gaming services, Troubleshooting, 3DO Customer Support, The 3DO
Company 90-Day Warranty, and an extensive index.
If
you are new to the world of Heroes of Might and
Magic, fear
not! The game is rich in detail, true, but it belongs to a series long
applauded for ease of use. Furthermore, you can play the in-game tutorial
specifically designed to introduce you to the basic concepts of the Heroes III game gameplay. Refer to the Interface Reference and World Reference for more detailed information as you play.
If
you are familiar with the Heroes II game, you may feel comfortable
diving right into the game. In the Interface Reference, discussion of each of the game’s
major interfaces (for example, the Adventure Map) begins with an overview. Read each
overview, then the following sections for a more detailed explanation about
particular features. You will find the World Reference helpful as you encounter new spells, town
features, and creatures.
This
manual assumes you are using a standard keyboard and two-button mouse, and you
are familiar with their use. It will also assume you have a minimal
understanding of the Microsoft Windows® 95/98
operating systems. If you don’t understand any of the following terms, you may
want to take a few minutes and run through the tutorial materials that come
with Windows 95/98:
mouse pointer
left-click right-click
double-click pull-down menu dialog box
The manual
will use the term “click” to replace “left-click.”
Before you
begin a Heroes III gaming session, you must choose what type of
game you want to play. The New Game Menu allows you to choose between single, campaign, and multiplayer scenarios. You may also choose to resume a
previously saved game or play the tutorial.
|
File Quit: Closes the program |
Display Full Screen (F4): Switches the display to full screen mode |
Help On Line Manual: Starts the help system About: Displays copyright information
about the game |
Once the
program is installed you may start the game by inserting the Heroes III game CD into your CD-ROM drive and clicking the
Play button on the following screen. When you do this, the company credit
animations and introductory movie will play. You may bypass these by clicking
the mouse button at any time. You may also start the game by choosing the Heroes III game shortcut created in your Start Menu.
During
your gaming session, you may hit the F4 key to switch between full screen and windowed
display modes. In full screen mode, the Heroes III game fills your entire video display at 800 x
600 pixel resolution. In this mode, you may press Alt-TAB to minimize the game screen and display the
Windows Desktop. To return to the game from the Desktop, select it from your
Taskbar.
In
windowed display mode, the game appears in a standard Desktop window. Since the
game displays at 800 x 600 resolution, it is recommended this mode only be used
when running Windows at 1024 x 768 or higher resolution. In windowed display
mode, you gain the following pull-down menu commands:

The Main Menu displays after the introductory animations play. To
choose an option from the menu, move the mouse cursor over a button and click.
New
Game: Choose this to start a game from the beginning. Clicking this button
sends you to the New Game Menu, where you
can select between single player scenario, multiplayer, or campaign games.
Load Game: While you are playing the Heroes
III game, you can save games in
progress. Choose this option to resume a previously saved game.
High Score: When you complete a single
scenario or
campaign,
you receive a score based on your
performance.
Click this button to display a list of the top scores.
Credits: Click this button to see the list of people
responsible for bringing you the Heroes III game.
Quit: Click this button to close the program and return to
Windows.
The New Game Menu appears when you click the New Game button
on the Main
Menu. From this menu you can start a
single, multiplayer, or campaign scenario from the beginning.
Single
Scenario: Click this button to start a single scenario. Single scenarios are
played on one map against the computer and are completed by meeting a set of
mission conditions.
Multiplayer:
You may play the Heroes III game
against other human players across the Internet, other network connections, or
on a single computer. Press this button to display the Multiplayer Game Type
Selector. For more information about multiplayer games, see Multiplayer (pg. 59).
Campaign: Choose this button to display the selection of
campaign games. Campaign games are linked scenarios marking climactic events in
longer stories. They are played against the computer.
Tutorial: A special tutorial scenario has been created to help
you learn the game. To play it, click this button. You will need to consult the
online tutorial guide as you play.
Back: Click this button to return to the Main Menu.

Before you
can start a single player or multiplayer game, you must choose which scenario
you want to play. This is done using the Scenario Selector. Here you may also
set the game difficulty and choose which forces you want to control in a single
player game. In a multiplayer game, the host assigns players to their forces
(see Multiplayer, pg. 59).
You may
toggle the display of available scenarios by clicking the Show Available
Scenarios button.
You can move the list up and down using the scroll bar along the right side of
the list. When you click on a scenario’s name, it becomes highlighted and its
scenario description and win/loss conditions are displayed. The difficulty
settings control the strength of the computer opponent’s starting resources and
artificial intelligence.
To start
the highlighted scenario, click the Begin button. Click the Back button to return to the Main Menu.
Maps may
be small, medium, large, or extra large in size. Size refers to the tile
dimension of the Adventure Map a scenario is played on. While many factors
affect length of play, this can be used as a rough gauge of how long it will
take to complete a scenario, with larger maps taking more time. The Map List
Box’s display may be constrained to a list of maps of a certain size by using
the Size Filter buttons located directly above it.
|
Size Filter Button |
Map Size Displayed |
Tile Dimension |
|
|
S (small) |
36 x 36 |
|
|
M (medium) |
72 x 72 |
|
|
L (large) |
108 x 108 |
|
|
XL (extra large) |
144 x 144 |
|
|
All of the Above |
All of the Above |
Usually, you can win a scenario by taking all enemy castles and defeating all enemy heroes. Some scenarios have special victory conditions you can complete to win. You lose a scenario if you control no towns when your last hero is defeated. Some scenarios have additional loss conditions. Special Victory Conditions
|
|
Lose a Specific Hero |
You lose if the specified hero is defeated. |
|
Lose a Specific Town |
You lose if the specified town is occupied by an enemy. |
|
Time Limit |
You lose if you have not won the scenario within the specified number
of days. |
If you are
participating in a multiplayer game, you can turn on and off the display of
network chat by pressing the Show/Hide Chat button. When Chat is on, chat messages are
shown in the Scenario Description box. You can send a chat message by typing it
in the box directly below this button.

To display
the Advanced Options, click the Show Advanced Options button. This will display the available options for
each opponent in the currently selected scenario. For each game, the scenario’s designer
defines each opponent as playable by a human or the computer (CPU). Slots displaying “Human or CPU” may be played
by either. Any available human slot has
a Player Flag button adjacent to the associated slot, on the
far left of the window. In a multiplayer
game, the host assigns players to each available slot by repeatedly clicking
the Player Flag button, cycling through the available
players. At the start of the scenario,
any player not assigned to a slot is dropped from the game. All unassigned slots will be played by the
computer.
Often, you
can choose an opponent’s starting town type, starting hero, and/or starting
bonus. If you can, arrows appear on the sides of the town, hero, and starting
bonus pictures. If you can set the starting town type, which town you choose
will affect what heroes and starting bonuses are available. Click on the Handicap button to cycle through player
handicap settings. Handicap will affect a player’s starting resources.
You may
also set the Player Turn Duration limit by moving the slider at the bottom of
the Advanced Options display. This controls how long human player turns can
last (when not in combat).
Campaign
games are scenarios linked together by a story line told from either a good,
neutral, or evil perspective. To start a campaign, click the Campaign button on the Main Menu and then select from the available
campaigns displayed on the following screen. When you complete all of the
initially displayed campaigns, new campaign choices appear. After you choose a
campaign, the Campaign Scenario Startup Screen displays.

At various
points in campaign story lines, you may choose which conflict you want to
involve yourself in. If this is the case, more than one territory on the
invasion map will be highlighted. Click on a highlighted area to choose a
scenario. Information about the chosen scenario will be displayed in the
Scenario Information box.
In most
scenarios, you will be able to select starting bonus options. Once you are
satisfied with your scenario and bonus selections, click the Begin button to start the campaign scenario.
In order to advance the story of the campaign, you must win the scenario. If
you lose, you can replay the scenario.
Interface Reference
Each
Heroes III game scenario takes place in a part of Erathia.
The relevant portion of the land is represented on the Adventure Map. At the
beginning of each scenario, you can only see the areas of the land within view
of your towns and heroes; the rest is shrouded from you. As you send your
heroes exploring, the map is revealed along their path of travel. Subterranean
gates act as passages to the subterranean level. This underground territory is
displayed on its own map, which is also revealed as your heroes travel.
As
you explore the map, you will discover treasures, wandering creatures, valuable
resources, and a wide variety of permanent locations. While there are a
multitude of different types of permanent locations, among those you encounter
will be mines, which can provide you with steady streams of resources;
abandoned ruins to explore; and creature dwellings where you may recruit troops
for your heroes’ armies.
You
will also encounter heroes and towns belonging to opponents - either human or
computer. More often than not, your scenario mission objectives will require
you to make war with other heroes. Combat between your heroes and other heroes,
wandering monsters, and town garrisons takes place on the Combat Screen (see Combat, pg. 40). When you conquer enemy towns, they
become part of your territorial holdings, adding their many benefits to your
cause (see Towns, pg. 49).
This
section describes the Adventure Map screen interface for campaign and
single-player games. For explanations of the particular interface differences
encountered in multiplayer games see Multiplayer (pg. 59).
On
each Erathian day, players can move their forces and manage their territories
in turns. This does not happen simultaneously—rather, each player, starting
with you (the human player) takes a turn, and then passes on play to the next
player. Once all players have had their turn, the current day ends and a new
day begins.
At
the beginning of each day, mines and cities you control add to your resources.
Resources represent gold and raw materials you may spend to improve your towns,
recruit troops, and perform other actions. Town buildings producing creatures
do so on the first day of the week (see Towns, pg. 49). The current date appears at the lower
right corner of the Adventure Map screen.

You
may scroll the Adventure Map in the direction you want by moving the cursor to
the screen’s edges and corners (diagonal scrolling). The red box displayed in
the World Map indicates what portion of the map is shown in the Adventure Map
display. Clicking in the World Map centers this box at the cursor. You may also
drag the box around the World Map.
Identifying
text appears in the Rollover Bar as you move the cursor over map features. You
may rightclick on anything appearing on the Adventure Map to display further
information.
You may have up to eight heroes on
the Adventure Map at any given time; if you have more than eight heroes in the
field, any extras must be commanding town garrisons (see Towns, pg. 49). Heroes on the Adventure Map carry
their player’s flag color.
Heroes
travel with their armies, made up of creatures arranged in groups called troops. Each troop can hold one or more creatures,
but all the creatures in the troop must be of the same creature type. A hero’s
army must have at least one troop and can include up to seven. In battle, a
hero leads the battle by commanding their army rather than fighting directly.
The
Hero Selector buttons on the right side of the Adventure
Screen are used to select your individual heroes. Clicking a hero’s button
selects the hero and centers the Adventure Map display on that hero. If you
have more than five heroes, you may need to click the scroll buttons to display
a hero’s selector button.
Double-clicking on a Hero Selector button brings up a hero’s Hero Screen (see Heroes and the Hero Screen, pg. 23).
On
the left side of each Hero Selector button is a green bar which shrinks as the
hero’s movement allowance is used up. The blue bar on the right side of each
button measures what percentage of the hero’s spell points he or she has left.
Spell points are spent when a hero casts spells. For more information, see Magic System (pg. 55).
When
you click on the Adventure Map at a location the currently selected hero can
move to, a line of arrows, indicating the path the hero must follow, is drawn
from the hero to that location now marked by an X. If the location is within the hero’s movement limit for the current
day, then the arrows and X appear in green. If the hero cannot reach the
location in one move, brown arrows indicate the length that must be traveled in
the next or subsequent turns. You may change the destination by clicking a
different spot on the map.
Click
the X to move the currently selected hero along the path. You may also click
on the Move Hero control button to move the currently selected
hero down the path. If you want to halt a moving hero in mid-movement, click on
the Adventure Map. The current path will remain, but the hero will stop moving.
You may resume the hero’s movement or select a new destination.
How far a given hero can move is determined by the speed of the slowest creature in their army. Creature speed statistics are listed in the Town and Creature Reference (pg. 81). Distances on the Adventure Map are measured in tiles.
|
Movement
Allowance Table Slowest Creature
Speed Movement
Allowance Super Slow - Extra Slow 15 tiles Slow 16
tiles Swift
- Extra Swift 17
tiles Very Swift 18
tiles Ultra
Swift - Super Swift 19 tiles
Quick - Super Fast 20 tiles |
Some terrain is difficult to travel across and reduces the distance a hero can move. Roads increase this distance. A hero with the Pathfinding secondary skill (see Secondary Skills, pg. 35) is able to reduce the effects of difficult terrain. This chart explains the effects of terrain on movement:
|
|
|
Terrain Movement Costs Larger numbers mean
slower travel. |
|
|
Terrain Type |
Normal |
Basic Pathfinding Advanced Pathfinding |
Expert Pathfinding |
|
Dirt |
100% |
100% 100% |
100% |
|
Grass |
100% |
100% 100% |
100% |
|
Lava |
100% |
100% 100% |
100% |
|
Subterranean |
100% |
100% 100% |
100% |
|
Cobblestone Road |
50% |
50% 50% |
50% |
|
Dirt Road |
75% |
75% 75% |
75% |
|
Gravel Road |
65% |
65% 65% |
65% |
|
Rough |
125% |
100% 100% |
100% |
|
Sand |
150% |
125% 100% |
100% |
|
Snow |
150% |
125% 100% |
100% |
|
Swamp |
175% |
150% 125% |
100% |
Example: A
hero with Pikemen (Extra Slow) would have a starting movement allowance of 15
tiles. However, over the difficult terrain of snow, this hero would only move
10 tiles. With Basic Pathfinding, the
movement allowance of this hero would increase to 12 tiles over snow, and with
Advanced Pathfinding, 15 tiles over snow.
Heroes
need boats to move on water. Boats may be: built in Castle, Necropolis, and
Fortress towns located on shores, with shipyards; summoned using the Summon
Boat spell; built at Adventure Map shipyards; or found elsewhere on the
Adventure Map—perhaps abandoned by another hero.
Boarding
or disembarking from a boat takes the remainder of a hero’s movement allowance
for the current day. To put a hero on a boat, click on an unoccupied boat. To
disembark a hero, move the boat carrying that hero to a valid shore location,
indicated by the anchor icon. Boat movement is made at a hero’s full movement
allowance. A boat can only carry one hero and their army at a time.
Some maps
contain a subterranean level. Heroes may enter subterranean gates to pass
between the surface and the underground. Pressing the Elevation Toggle control button switches the
Adventure Map’s view between the two levels.
Adventure Locations
Towns
provide many benefits to the player in control of them. The town hall for each
town you control adds a quantity of gold to your daily resource pool. At your
towns, your heroes may recruit troops, replenish their spell points, and learn
new spells. For more information, see Towns (pg. 49) and the Town
and Creature Reference section (pg. 81).
You may select any of
your towns by clicking its Town Selector
button. When a town is selected, it is centered in the Adventure Map and
its Town Selector button is
highlighted. Clicking on a town or its highlighted Town Selector button a second time displays the town’s Town Screen
(see Towns,
pg. 49).
Your heroes may visit
towns you control. To direct a hero to do this, move your hero to a town’s
front gate and the cursor will change to a rearing horse. Click, and the hero
will enter the town, and the town’s Town Screen will be displayed. If the town
has a Mage Guild, the hero will learn any new spells available that he is able
to learn, and his spell points will be replenished after staying for one day
(see Magic
System, pg. 55). Only one hero at a time may visit a given town.
Towns controlled by
other players appear on the Adventure Map with that player’s flag colors and
are identified in the same color on the World Map. Neutral towns, those not
controlled by any player, appear gray on the World Map. Right-clicking on these
towns will display limited information on that town.
When you move the
cursor over the front gates of enemy and neutral towns, the sword icon appears
indicating they will be defended by any garrison forces present (see Towns,
pg. 49). When you defeat a town’s defenses, the town flies your flag color and
becomes part of your territory. You can immediately make use of the town and
draw from its benefits. If no defenders are present, you may simply take the
town by having a hero enter it.
When you build
structures in your towns or recruit creatures, you use resources—gold, wood,
ore, crystal, gems, mercury, and sulfur. Many other game situations also use
them. While there are many ways to collect resources, the main means of
acquiring them is to control resource mines and find loose resources. When a
hero visits a mine, it becomes flagged with the hero’s color and begins
producing resources for the hero’s player, adding to the player’s resource pool
on a daily basis. Loose resources are “picked up” by the hero who visits them.
They disappear from the map and are immediately added to the controlling
player’s resource pool.
Heroes may also pick up treasure
chests and artifacts. Artifacts are items, usually magical, that provide their
owner with special powers and abilities. When a hero visits an artifact, it
disappears from the map and is added to their inventory (see Heroes, pg. 23). Treasure chests are surprise boxes
containing gold, minor artifacts, or experience.
There are
many different types of Adventure Map structures you will encounter. Some of
these will convey special benefits to the heroes who visit them. Some will be
places to explore, full of danger and/or hidden rewards. Others will provide
resources, useful information, or artifacts. While you will need to discover
the individual qualities of many of these buildings, some of the buildings you
are most likely to encounter are listed here.
Border Guards and Gates: Border Guard Towers occasionally
appear at borders. In order to pass by a Guard Tower, you will need to visit a
local Keymaster’s Tent of the same color.
Creature Dwellings: Some structures are the living
places of creatures you may recruit to your cause. Their dwellings may be found
on the Adventure Map. Before the creatures serve your cause, you may need to
prove your worthiness by facing them in combat. Once you succeed, the dwelling will
fly your flag, associated towns may receive a creature bonus, and you can
recruit troops there. The supply of available recruits will be replenished once
a week.
Obelisks: On some maps, the Grail is hidden.
Clues to its location can be found at obelisks.
|
Wandering Creature Population Labels Label Population Few 1-4 Several 5-9 Pack 10-19 Lots 20-49 Horde 50-99 Throng 100-249 Swarm 250-499 Zounds 500-999 Legion 1000+ |
Wandering Creatures: You may find your hero’s way blocked
by wandering creatures allied to no particular player. In order to pass by
them, you will need to deal with them. Usually, this means defeating them in
combat. Sometimes the creatures will be favorable to your cause and will offer
to join you, or they may do so because they are awed by your power. Others,
realizing they have no chance of defeating you, may flee. Right-clicking on a
wandering creature graphic will tell you the type of creatures camped at the
spot and a rough estimate of their numbers.
Wandering
monster troops are randomly assigned a hostility value from one to ten.
Monsters with higher hostility values are more likely to attack. A wandering
monster troop will be more likely to avoid combat with hero armies stronger
than they or composed of the same creature types. Heroes with the Diplomacy
secondary skill will be attacked less often.
Clicking
on the map where these icons appear will draw a movement path from the current
hero to the desired location.
|
Appears when the cursor moves
over an adventure location, like a building or mine, the current hero can
visit. If the current hero is on
land, and this cursor appears over a boat, then the hero may enter the boat. Appears over a water
location a hero on a boat may visit. Indicates a shore location
where a hero may land a boat and disembark. Indicates wandering
monsters, enemy towns, enemy garrisons, and enemy heroes a hero may attack. Appears over heroes the
current hero may trade with. When the hero is reached, the Hero Trading
screen is displayed (see Hero Trading, pg. 32) Appears
when you cast the Dimension Door spell. To teleport the casting hero to the
new location, click the destination in the Adventure Map Window. |
These
icons are used to select the current town or hero.
|
Appears over your towns.
Clicking selects the current town or, if the town is already selected,
displays the Town Screen. Appears
when you cast the Scuttle Boat spell. Click on the boat you wish to cast the
spell on. |

Kingdom Overview: This button displays the Kingdom Overview
(see Kingdom Overview, pg. 57).
Elevation Toggle: This button toggles the Adventure Map display
between the surface and subterranean levels.
Quest Log: Click this button to display the Quest Log.
Sleep/Wake Hero: This button puts the current hero in sleep
mode. A sleeping hero is passed over during the Next Hero selection. Wake
heroes by selecting them (on the Adventure Map or with their Hero Selector button) and clicking this button.
Move Hero: If the current hero has a movement path laid, pressing this button
will move them along their path to the extent of their movement allowance.
Cast Spell: If the current hero has a spell book, this
button will display their spell book so they can cast Adventure Spells (see Magic System, pg. 55).
Adventure Options: Click this button to display the Adventure Options (pg. 21). You may click the ✔ button
to close this display.
System Options: Click this button to display the System Options menu. You can close the menu by
clicking the Return To Game button.
Next Hero: Clicking this button will select the next awake hero with any movement
points down the list.
End Turn: Click this button to end your turn and allow your opponents to take
theirs.
Adventure Options View World:
This button displays a
large scale view of the map in the Adventure Map display. Click on the
Zoom buttons to change the view scale. Click the Puzzle Map button to switch to a view of the Puzzle Map,
or ✔ to exit the display.
Puzzle Map:
This button displays
the Puzzle Map, which shows the location of the Grail. When your heroes visit
Obelisks, parts of the map are revealed. When the map is fully displayed, you
will see an X marking the spot where the Grail is buried.
Dig: In order to recover the Grail, a
hero must dig it out of the ground. Click this button to direct the current
hero to dig at their location. Digging takes a full day, so the hero must not
yet have moved during the current turn.
Scenario Information: Click this button to display
information about the current scenario.
Replay Opponent Turn: If you press this button, you can
see a replay of your opponents’ last turns.
System OptionsHero Speed: Select one of these buttons to set the
movement animation speed of your heroes.
Enemy Speed: These buttons control the movement animation
speed of your enemies. You may also choose to hide your enemies’ movements from
you.
Map Scroll Speed: These buttons control how fast the map view
scrolls.
Video Quality: Selects high or low quality video playback.
Show Move Path: Toggles display of hero movement paths.
If you
turn the paths off, your heroes will move immediately
towards
any destination you click on.
Move Hero Reminder: This toggles on and off the Move Hero
Reminder which normally displays at the end of a turn, if you have any sleeping
heroes or heroes with movement points left.
Quick Combat: When this option is on, the game resolves
combat for you without displaying the Combat Screen.
Video Subtitles: Toggles subtitles for videos on and off.
Town Building Outlines: When the cursor moves over buildings in the
Town Screen, buildings you can click on may be outlined. These buttons turn on
and off the outline display.
Spellbook Animation: Turns on and off the page turn animations in
the spell book display.
Load Game: This button displays the Load Game menu. Loading a new game will end the current
game.
Save Game: This button displays the Save Game menu to save your current game.
Restart Scenario: Click this button to start the current scenario
from the beginning.
Main Menu: Click this button to return to the Main Menu. This will end the current game.
Quit to Desktop: Click this button to close Heroes III and return to Windows.
Return to Game: Click this button to close the System Options menu and return to play.
Music Volume: This control sets the game’s music playback
volume. Clicking the volume controls to the left reduces the volume, clicking
to the right increases it.
Effects Volume: This control allows you to set the game’s
sound effect playback volume. Informational
Displays
The Resource Bar ![]()
The
Resource Bar shows how much of each of the game’s resources you currently have.
A Rollover
Bar is at the bottom of most game menus and interface displays. As you move the
cursor over the screen, displayed text identifies what the cursor is currently
over.
You may
right-click on most game or interface items to display further information
about the item. These displays remain in view as long as you hold down the
right mouse button.
Information
about the currently selected hero, town, or resource, as well as number of
towns and allies, appears in the box at the lower right corner. You may click
on this box to toggle between the various displays available.
Actions in
the Heroes III game are performed by heroes. Heroes explore
the land, sea, and underground. They gather treasures, resources, and other
artifacts. They secure towns and Adventure Map structures, adding them to your
territory. Heroes travel with troops recruited at towns and other locations.
With these armies they can engage in battles against your enemies or lead the
defense of your towns. As heroes explore and battle, they gain experience
points. When they have enough experience points, they go up a level. At each
level, heroes gain new skills and increase their abilities at skills they
already possess.
In most
scenarios, you start with at least one hero under your command. You can gather
more heroes to your cause by recruiting them in your town taverns. Heroes may
be stationed in your town garrisons or may roam the lands of Erathia.
Garrisoned heroes lead troops stationed in a town’s garrison if the town is
attacked by an enemy hero. You can have one garrisoned hero per town and up to
eight roaming heroes at any one time.
Hero TypesThere
are sixteen different types of heroes—two for each of the eight town types. One
type specializes in the use of magic, the other is more battle-oriented. Heroes
of all types may be recruited in any town.
Knight: Knights are brave and noble warriors dedicated to good and
righteousness. While they can learn magic skills, they are by far more
dedicated to the pursuit of martial knowledge.
Cleric: Clerics are members of the fighting forces of their holy orders. They
pursue a range of knowledge, both martial and mystical.
Overlord: Overlords build dungeon lairs to protect their
gains acquired through conquest. Ruling through intimidation, they tend to be
warriors who know the value of magic. They often wear armor designed to enhance
the ferocity of their appearance.
Warlock: Warlocks learn magic for the power
it gives them to achieve dark and selfish goals. More than any other hero, they
focus on the pursuit of magical knowledge over other values. Warlocks often
flaunt their power, using magic to alter their features.
Beastmaster: Through physical force and
intimidation, Beastmasters build their realms by subjugating those dwelling
nearby,. As a consequence, they are little interested in the pursuit of
mystical knowledge. Beastmasters often costume themselves in the likeness of
vicious swamp creatures.
Witch: Witches are adept at the use of magic powered by rare ingredients
gathered from swamplands. Learning this knowledge takes a focus that allows for
little advancement of military knowledge.
Demoniac: Demoniacs are people (often ex-Heretics) who
have been completely possessed by one or more demons. Though they have a
natural predisposition to gaining magical power, Demoniacs also acquire
balancing military skills as well.
Heretic: Heretics aim to harness demonic forces to their bidding. While they tend
to train themselves with warrior skills, they must also know enough magic to
control their infernal allies. Heretics can often be recognized by the number
of protective wards and markings they wear to ward off demonic attacks.
Death Knight: Death Knights are knights resurrected as
liches. While they maintain their former martial learnings, their new forms
open them more freely to the learning of magic.
Necromancer: Necromancers are magic users seduced by the
easy power of death magic. The price of their art is its practice slowly drains
life from its wielders—eventually transforming them into liches.
Ranger: Rangers are warriors born of the woods, skilled at hunting and tracking.
Their dedication to the protection of the wilderness leads them to pursue a
wide range of knowledge, concentrating on martial and outdoor skills.
Druid: Druids are mystics who draw their power from a harmonic relationship
with the land. While they pursue their mystical knowledge, their outdoor living
causes them to acquire a balance of physical skills.
Barbarian: Barbarians are little concerned with anything
outside the pursuit of military might. Consequently, they advance most quickly
in attack based skills and slowly in all others. Barbarians wield massive
weapons and wear little armor.
Battle Mage: Battle Mages are Barbarians with limited
spellcasting abilities. While they advance their ability at magic, they also
study the arts of war. Battle Mages often wear trophies, gathered from slain
foes, from which they derive additional power.
Alchemist: Alchemists are skilled in physical and chemical
magic, particularly so in the building and animation of golems. Working their
craft builds muscular strength, which makes Alchemists ready learners of
military skills as well. Their armor is composed of rare metal alloys created
through their skill in alchemy.
Wizard: Wizards are dedicated pursuers of mystical and magical knowledge. While
they may lend little to the direct military aspect of a battle, they are likely
to turn the tide in their favor with use of mighty arcane forces. Wizards
seldom wear any armor, relying on their control of magic to protect them.

Information
about each hero you control can be viewed on their individual Hero Screen. The
Hero Screen can be displayed from the Adventure Map screen by double-clicking
on a hero’s Hero Selector button or by double-clicking on the hero
directly on the map. The Hero Screen is also used to organize the hero’s items
and armies.
This icon
represents the basic morale rating of the hero’s army. In combat, low morale
can cause creatures to freeze. High morale can allow them extra attacks (see Combat, pg 40). Click on the icon to display a list
of morale-affecting factors.

Specialty
This icon
represents the current basic luck rating of the hero’s army. Good luck
increases a creature’s chance to do maximum damage (see Combat, pg. 40). Click on the icon to display a list
of factors modifying the army’s luck.

Each hero
has a special ability. Click on this icon to display information about it.
Displays
the hero’s current experience points. Click the icon to display the hero’s
current level and the experience points needed to reach the next level (see Skills, pg. 33).
This
displays the hero’s current and maximum spell points. (For example, “15/20”
means that the hero currently has 15 spell points out of a maximum of 20).
Click the icon for a more verbose display (see Magic System, pg. 55).
Primary Skills
These
icons display your hero’s four primary skills—Attack, Defense, Power, and
Knowledge (see Skills pg. 33).
Each hero
can have up to eight different secondary skills. Icons representing these
skills are displayed in these slots. Each skill can be performed at a basic,
advanced, or expert level (see Skills, pg. 33). Click on each icon to
display information about the skill.
These
seven slots display the troop stacks in the hero’s army. Each troop stack
portrait has a number indicating how many creatures are in each slot. The slot
a troop stack occupies affects where the troop appears on the battlefield (see Combat, pg. 40). There are several things you can do
with this display to manage your hero’s army.
Clicking
on a highlighted troop stack displays its creature information as follows.
Portrait: This is a picture of the creature as it will
appear on the battlefield. The number in the lower right corner is the number
of creatures in the troop. Above the portrait is the creature’s name.
Attack: This is the creature’s attack rating. The number in parenthesis
represents the rating as affected by the hero’s Attack skill and other factors.
Defense: This is the creature’s defense rating. In parenthesis is its rating as
affected by modifying factors.
Shots: Creatures with ranged attacks have a limited number of shots. This
displays how many are left. If there is no number here, then the creature has
no ranged attack.
Damage: This shows the range of damage the creature does when it attacks.
Health: This shows the creature’s maximum health points.
Health Left: This shows how many health points the top
creature in the troop has left.
Speed: This is the creature’s speed rating.
Morale: This shows the creature’s current, individual morale rating.
Luck: This is the creature’s current, individual luck rating.
Affecting Spells: Spells currently cast on the creature are shown
here.

If you
wish to remove a troop from the hero’s army, display the troop’s Creature
Information window and then click the Dismiss Troop button. All heroes in the field must have at
least one troop, so you cannot dismiss a hero’s last troop.
Each
creature is available in a basic and upgraded version. If a hero visits a town
capable of generating a creature’s upgraded version, you may upgrade any basic
level creatures by pressing the Upgrade Troop button.
If you
have two troops containing identical creatures, you can combine them into one
troop. Do this by highlighting one troop, then clicking on the second one. The
creatures in the first troop will be absorbed into the second.
You can
take a troop with two or more creatures in it, and split it into two troops. To
do this, highlight the troop, click the Split Troop button, and then click on an empty troop slot
or troop of like creatures. The Split Troop control will appear.
To split the current troop, move the slider control to the right. As you
do so, creatures will be transferred from the originating troop. Click ✔when you are satisfied, or click the
Cancel button to cancel the operation.

To move a
troop from its current troop slot to an empty one, click on the troop to
highlight it, and then click on the slot you want to move it to.
To have two different troops trade
their troop slot positions, click on one of the troops to highlight it, and
then click on the second troop.
Loose Formation Tight Formation Tactics Formation Army Formation Selector
You may
choose how a hero’s troops are arrayed on the battlefield using the Army Formation
Selection buttons.
Choosing Loose Formation will cause the troops to be arrayed in a loose
line, while choosing Tight Formation will array them in a tight line. If a hero has
the Tactics secondary skill, the Tactics Formation button turns on and off the Tactics formation
option. When Tactics formation is on, the hero’s armies can be moved about the
battlefield prior to the beginning of a battle (see Combat, pg. 40).
Click this
button if you wish to dismiss the displayed hero. If you do this, the hero will
leave your service. He or she may later appear for hire in one of your town
taverns, or may end up in the service of one of your enemies.
Click on
this icon to display the Quest Log. The text displayed lists quests your heroes
have accepted. The quest log scrolls up/down using a scroll bar.

View Spell Book
Click on
this icon to display the spell book (see Magic System, pg. 55).
As heroes
collect artifact items and war machines, they appear in their inventory. To
display information about an inventory item, right-click on its icon.
In
order to gain the benefits of these items, the hero must equip them. Many items
must be worn or held by the hero. In order to equip a worn item, drag its icon
from the hero’s backpack to the appropriate slot on the hero’s body diagram.
Note this means a hero can only wear one helmet, one set of boots, etc. at a
time. Some items are not worn but must still be equipped. Up to four of these
may be equipped at one time by placing them in the miscellaneous equipment
slots. Sixty-four non-equipped items may be carried by a hero in their
backpack. Click the scroll arrows to scroll the backpack contents display.
There
are four equipment slots reserved for any war machines the hero may be
carrying. Only the Catapult, Ballista, Ammo Cart, and First Aid tent may be
placed in these slots. A hero may only carry one of each war machine type at
any one time.

When
two, allied heroes meet on the Adventure Map, they may trade inventory items
and troops. To initiate a trading session between two of your heroes, make one
of them the current hero and then click on the second hero to move them
together. When you do this, the Hero Trade Screen appears.
The Hero Trade Screen displays each hero’s
basic statistics, their troop slots, and their inventories. You may perform the
following actions on the Hero Screen:

You
can adjust the placement of inventory items for allied heroes, or trade items
between them. To move an item, drag it to an empty backpack or hero equipment
slot. Inventory items may only be placed in hero backpacks or in their
appropriate equipment slots as described in Hero Inventory, above.
You
may move, split, combine, swap, and dismiss troops as described in Hero Army,
above. These actions may also be performed between the two heroes’ troop slots.
Since each hero must always have at least one troop, you will not be allowed to
trade away or dismiss a hero’s last troop.
Note:
Trades between different players with allied heroes is “one-way.” You may give,
but not take.
You
may click on the icons representing the heroes’ skills, experience and
specialty to display information about them. Click on a hero’s portrait to
display the hero’s Hero Screen. To display a hero’s Quest Log, click on their View Quest Log button.
When
a hero wins a battle, he or she gains experience points. Experience points may
also be gained at various Adventure Map locations or by picking up treasure
chests. When treasure chests contain gold, you are offered the choice of
keeping the gold or giving it to the local peasants. If you give up the gold,
the hero gains experience points.
Once
a hero gains a certain amount of experience points, he or she goes up a level.
At each level, the hero advances one primary skill and one secondary skill.
Each
time a hero reaches a new level, one of their primary skills is advanced by one
point. Each hero may also gain expertise in up to eight secondary skills. When
a hero gains a level, the Skill Advancement Screen appears. You will be offered
two secondary skill advancements to choose from. Making the choice will either
advance the hero’s expertise in a secondary skill he or she already knows, or
give the hero an entirely new skill at a basic level of expertise. Right-click
on a skill icon to display information about the skill. Click on an icon to
choose the skill advancement for your hero. Skills
All
heroes attain ability in the four primary skills—Attack, Defense, Power, and
Knowledge. Martially oriented heroes, like Knights and Rangers, will have their
Attack and Defense skills advance more rapidly. Heroes studying magic, like
Wizards and Necromancers, will more often gain Power and Knowledge. The Primary
Skill Advancement by Class table displays the chance a particular primary skill
will advance when a hero reaches a new level. After a hero reaches level 9,
their advancement generally becomes more balanced.
Attack A hero’s Attack skill number is added to each of their
creature’s attack rating, increasing the amount of damage they do in combat.
Defense A hero’s Defense skill is added to each of their army
creature’s defense rating, which decreases the amount of damage they take from
enemy attacks.
Power When a hero casts a spell, their Power skill number
determines how powerfully a spell is cast. While this effect will vary from
spell to spell, the Power skill number most often determines how long a spell’s
effect lasts or how much damage it does.
Knowledge Each point of Knowledge a hero possesses adds ten
points to their maximum spell point total. Spell points are spent when spells
are cast (see Magic System, pg. 55).
|
Hero Class and Level |
Attack |
Defense |
Power |
Knowledge |
|
Alchemist 2-9 |
30% |
30% |
20% |
20% |
|
Alchemist 10+ |
30% |
30% |
20% |
20% |
|
Barbarian 2-9 |
55% |
35% |
5% |
5% |
|
Barbarian 10+ |
30% |
30% |
20% |
20% |
|
Battle Mage 2-9 |
30% |
20% |
25% |
25% |
|
Battle Mage 10+ |
25% |
25% |
25% |
25% |
|
Beastmaster 2-9 |
30% |
50% |
10% |
10% |
|
Beastmaster 10+ |
30% |
30% |
20% |
20% |
|
Cleric 2-9 |
20% |
15% |
30% |
35% |
|
Cleric 10+ |
20% |
20% |
30% |
30% |
|
Death Knight 2-9 |
30% |
25% |
20% |
25% |
|
Death Knight 10+ |
25% |
25% |
25% |
25% |
|
Demoniac 2-9 |
35% |
35% |
15% |
15% |
|
Demoniac 10+ |
30% |
30% |
20% |
20% |
|
Druid 2-9 |
10% |
20% |
35% |
35% |
|
Druid 10+ |
20% |
20% |
30% |
30% |
|
Heretic 2-9 |
15% |
15% |
35% |
35% |
|
Heretic 10+ |
20% |
20% |
30% |
30% |
|
Knight 2-9 |
35% |
45% |
10% |
10% |
|
Knight 10+ |
30% |
30% |
20% |
20% |
|
Necromancer 2-9 |
15% |
15% |
35% |
35% |
|
Necromancer 10+ |
25% |
25% |
25% |
25% |
|
Overlord 2-9 |
35% |
35% |
15% |
15% |
|
Overlord 10+ |
30% |
30% |
20% |
20% |
|
Ranger 2-9 |
35% |
45% |
10% |
10% |
|
Ranger 10+ |
30% |
30% |
20% |
20% |
|
Warlock 2-9 |
10% |
10% |
50% |
30% |
|
Warlock 10+ |
20% |
20% |
30% |
30% |
|
Witch 2-9 |
5% |
15% |
40% |
40% |
|
Witch 10+ |
20% |
20% |
30% |
30% |
|
Wizard 2-9 |
10% |
10% |
40% |
40% |
|
Wizard 10+ |
30% |
20% |
20% |
30% |
There are
twenty-eight different secondary skills in the game. Each may by held at a basic, advanced, or expert level of ability. Each hero can learn up to
eight different secondary skills.





Whenever you come into direct
conflict with an enemy hero, wandering creature, enemy town, or creatures guarding a
structure on the Adventure Map, the ensuing battle is resolved on the Combat
Screen. The Combat Screen displays a detailed map of the battlefield.
The terrain you fight
on depends on where the conflict takes place on the Adventure Map. If you fight
the enemy at a fortified town, you fight in siege
combat. Ship-to-ship combat occurs when one boat attacks another. If a
battle takes place on open terrain or at an unfortified 6 town, it is fought in
field combat. In field combat, the attacking forces are arrayed on the left
side of the screen, while the defenders appear on the right
side. In siege combat, the attackers are on the left, while the
defenders arearrayed on the right, behind protective walls. In the case of ship-to-ship combat,
both sides are protected by their ship’s gunwales.
Combat takes place between
creatures. If a hero is present on either side, he or she does not directly engage in attack or
defense. Heroes lead the battle and may cast combat spells (see Magic System, pg. 55) if they are
able. Individual creatures are part of troops which may contain more than one member, but are
represented on the battlefield as a single unit. Each side may have as many as
seven troops. Each troop can only contain creatures of the
same type. If a hero is equipped with war machines, these appear on their side
of the battlefield.
Combat sequence is broken into
rounds. Each troop or war machine can perform one action per round. All combat units take
turns completing their actions. Which unit goes first is determined by the
unit’s speed rating, with faster units going before slower
ones. If there are two creatures of equal speed, the attacker will go
first. Actions can consist of moving, engaging in hand-to-hand or ranged
attacks, casting spells, using special abilities, waiting or defending.
Combat ends when one side
retreats, surrenders, or is completely eliminated. Heroes who win the battle receive experience
points, and collect the artifacts of defeated enemy heroes. If a player’s hero
defeats the forces guarding a town, the town becomes part of that player’s
territory.
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On each
hero’s Hero Screen are Formation buttons used to set the manner in which their
forces are initially placed on the battlefield (see Hero Screen, pg. 23). The formation options available are
loose and tight.
Distances
on the battlefield are measured in hexes. The easiest way to understand this is
to turn on the grid overlay. To do this, click on the Combat Options button to display the Combat Options
Menu, then click the View Hex Grid button. Close the menu by clicking the Return to Game button. Now the battlefield should
be overlaid with a pattern of hexagons.
In loose
and tight formations, a given hero’s forces will appear on his battlefield
side’s back hex row. Where a given troop will appear depends on which Troop
Slot they occupy on the hero’s Hero Screen.
If you have heroes with the Tactics secondary skill, you can click the Tactics Formation button on their Hero Screen. Then, if they do battle with forces lead by a Hero with no Tactics skill, or have the skill at a lesser level, or if they meet a force not lead by a hero, you have the opportunity to arrange your hero’s forces on the battlefield prior to the beginning of combat. During this special tactics phase, you may move the highlighted troop where you please, according to the following table. Click the Next Creature button to highlight a different creature. Click the Start Combat button to start the battle when you are done. Tactics Formation Table
|
Tactics Advantage |
Placement Allowed |
|
Three degrees higher |
Within
the first seven hex columns |
|
Two degrees higher than enemy |
Within
the first five hex columns |
|
One degree higher than enemy |
Within
the first three hex columns |
|
Equal or lesser skill level |
Troops
are placed according to selected loose or tight formation |
Once
combat begins, each troop can perform one action per combat round. Each troop
takes its turn according to its speed rating. When a troop’s turn arrives, it
becomes highlighted. Troops can perform the following actions:
The
highlighted troop can move to a new hex. How far the troop can travel depends
on its speed rating. Flying creatures move in a straight line to their
destination and can surmount obstacles, including walls. Ground walking
creatures must move around objects they encounter. To move a troop, click on a
battlefield location within its movement range.
All
creatures can approach enemy troops and attack them to inflict damage. Damage
reduces creature health points, killing them if their health points are reduced
to zero. To perform a hand-to-hand attack, click on the enemy troop within the
highlighted creature’s movement range. Your creature will approach the enemy
and strike it. Creatures possessing ranged attack capabilities will only
perform hand-to-hand attacks on adjacent enemies.
Many
creatures can perform ranged attacks by firing a projectile at an enemy target.
To do this, click on the enemy you wish to shoot. Creatures with ranged attacks
have a limited number of shots and can fire only when there are no adjacent
enemies.
Some
creatures can cast spells on friendly units (see Magic System, pg. 55). To cast a spell, click on the
appropriate target troop.
If you
want a troop to delay its action, click the Wait button. Play will pass on to the next creature
and return to the waiting creature at the end of the first phase, after all
other creatures have had a chance to move.
If you
want to skip a creature’s action phase entirely, click the Defend button. The creature will be in
defense mode for the remainder of the round and will gain a bonus of 20% to
their defense rating.
Many
creatures have special attacks. Usually these take place when the creature
makes a particular attack, either hand-to-hand or ranged. Depending on the
circumstances, the player may or may not have control over special attacks. For
specifics, consult your creatures’ information in Town and Creature Reference (pg. 81).
When one
troop strikes another in a hand-to-hand attack, the defending troop can deliver
a counterattack. Counterattacks are made automatically against the first troop
attacking a troop in a given round. While some creatures have special abilities
allowing them to make multiple counterattacks, most creatures can make only one
counterattack per round. The defending troop must survive the attack to deliver
a counterattack.
When one
troop strikes another, the damage inflicted is determined by this formula:
1.
Each
creature has a damage range. A random number is chosen within this range for
the attacking creature type.
2.
This
number is multiplied by the number of creatures in the attacking troop.
3. A damage bonus is added/subtracted depending on the difference between the attacker’s Attack skill and the defender’s Defense skill. If the attacker’s Attack skill is higher, then damage is increased by 5% per point of difference (up to a maximum of 400%). If the Attack skill is lower, then damage is reduced by 2% per point of difference (to a minimum of 30%). The resulting number is the amount of inflicted damage.
4.
Inflicted
damage is subtracted from the health points of the creatures in the defending
troop, one at a time. If a creature’s health points are reduced to zero, the
creature dies. Damage is carried over round-to-round in combat, and healed
completely at the end of combat.
Each army
has a morale rating which acts as a bonus to the individual morale of its
troops. Troops in an army with positive morale have a chance for a second
action during their action phase. Troops with negative morale have a chance of
freezing each round. The morale rating for an army is normally zero but is
affected thusly:
-1 if undead creatures are
mixed with living creatures
+1 if all creatures are of the
same town type (except Necropolis)
-1 for each town type mixed
beyond two town types
Undead
creatures and elementals have a morale of zero, independent of their army’s
morale rating. Various creatures, spells, hero skills, town buildings,
adventure sites, and artifacts can permanently, or temporarily affect morale.
|
Troop Morale |
Effect on Troop |
|
3 |
12.5% chance of acting again |
|
2 |
8.3% chance of acting again |
|
1 |
4.2% chance of acting again |
|
0 |
Nothing |
|
-1 |
4.2% chance of freezing |
|
-2 |
8.3% chance of freezing |
|
-3 |
12.5% chance of freezing |
Each army
has a luck rating. Troops in armies with good luck (a positive luck rating)
have a chance to inflict double damage when they strike. Various spells, hero
skills, town buildings, adventure sites, and artifacts can permanently or
temporarily affect the luck of armies or individual creatures.
|
Troop Luck |
Chance for Double Damage |
|
3 |
12.5% |
|
2 |
8.3% |
|
1 |
4.2% |
|
Town Native Terrain |
|
|
Town Type |
Native Terrain |
|
Castle |
Grass |
|
Rampart |
Grass |
|
Tower |
Snow |
|
Inferno |
Lava |
|
Necropolis |
Dirt |
|
Dungeon |
Subterranean |
|
Stronghold |
Rough |
|
Fortress |
Swamp |
Any
army composed entirely of creatures native to the same terrain suffers NO
movement penalty when traversing its native terrain (example – a Wizard leading
all Tower troops has no movement penalty on Snow). The army would spend movement points as
though it was traveling on open grass terrain. Heroes in Combat
Heroes do
not engage directly in fighting. However, sides led by a hero can enjoy many
benefits. A hero’s Attack and Defense skills are applied as bonuses to their
troops’ attack and defense ratings. Other skills possessed by heroes, such as
the Archery and Leadership secondary skills, can add further benefits. They can
also be equipped with war machines and artifacts to aid their army’s strength.
Heroes
meeting the proper requirements (see Magic System, pg. 55) can cast combat spells once per
round. To have your hero cast a spell, click the Cast Spell button. This will display your hero’s spell
book with only combat spells displayed. To cast a spell, choose it from the
book and then select a target, if appropriate. Ending Combat
Combat
continues—round after round—until one or both sides lose all of their troops,
one side retreats, or one side surrenders.
If a side
has troops remaining after all opponent troops are lost, then that side wins.
If a hero leads the winning side, then the hero gains additional experience
points. More experience points are gained for defeating tougher opponents. The
winning hero also gains any artifacts carried by the opponent hero. Losing
heroes don’t die, but they do disappear from the Adventure Map. Later, they may
be available for recruitment in taverns (see Towns, pg. 49). Surrender
If both
sides are lead by heroes, one hero may surrender to the other. The surrendering
hero must pay a fee to the other hero in exchange for safe passage. To
surrender, click the Surrender button. You will be offered surrender terms,
which you may either accept or decline. If you decline the terms, combat
continues. If you accept, your hero gets to keep their artifacts and troops but
disappears from the Adventure Map. Immediately after, the hero reappears in one
of your town taverns for possible re-enlistment.
A side
lead by a hero may choose to retreat. The retreating hero loses all troops but
keeps all carried artifacts. To retreat, click the Retreat button. Your hero will disappear from the
Adventure Map, and reappears in your town taverns.
When a
hero attacks a fortified town, siege combat ensues. The attacking forces are
placed outside the town walls, and the defending forces stationed in the town’s
garrison (see Towns, pg. 49) are placed within. Town
walls block the movement of ground walking creatures and hamper the attacks of
ranged attackers. Ground walkers can pass through breaches in the walls caused
by Catapult damage or the drawbridge—which can be opened by the town defenders.
The drawbridge cannot be opened by attackers; however, a Catapult can knock it
down.
Town walls
are created when a fort is built in a town.
A moat and an arrow tower appear when a fort is upgraded to a
citadel. When the citadel is upgraded to
a castle, two more arrow towers are added and the town walls are fortified.
Arrow towers fire once a turn, targeting an attacking troop. The rear arrow tower fires with twice the
strength of the forward two arrow towers.
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Each town
type has a unique moat. Each are
described in the Town and Creature
Reference section
(pg. 81). When a unit enters a moat, its
movement ends for that round, though it will be able to move out of the moat on
its next move. As long as a unit remains
in the moat, its defense is reduced.
Each hero
is equipped with a Catapult, which is a war machine used only during siege
combat. A Catapult can only target walls and arrow towers. If the attacking
hero has the Ballistics secondary skill, he or she can manually target Catapult
shots, otherwise the Catapult operates automatically, firing on a random
target, once per turn.
If the
attacking hero wins the battle—in addition to all other victory benefits—the
town becomes part of the controlling player’s territory.
Ship-to-ship combat occurs when one
ship attacks another at sea. The battlefield represents the two ships,
side-by-side. Gangplanks cross the gap between them and can be used by troops
to cross to the opposing ship. The ship gunwales block the movement of ground
walking troops.
Gangplank
|
Click to move the highlighted
flying troop to this location. Click on this enemy troop to
have the highlighted troop perform a hand-to-hand attack. Note: as you move
the cursor around the enemy, the sword points towards the enemy. The sword’s
pommel sits in the hex where the attacker will stand as it attacks. Click on this enemy troop to
have the highlighted troop perform a ranged attack. Click on this enemy troop to
have the highlighted troop perform a hampered ranged attack. Attacks are
hampered by intervening walls and do half damage. Click to
cast a selected spell at this target. |
If you have control of the
Catapult during siege combat, this cursor appears over valid Catapult
targets. If you have control of the First Aid Tent, choose its target with this
icon. Appears when the cursor
passes over a hero. Appears over a creature troop
to get more information about the troop. Indicates
an invalid target for a spell, or the highlighted creature cannot move to the
desired location. |
Click the Combat Options button to display the Combat Options menu. Here you can change sound and
combat options. The sound options are the same as those described in the
Adventure Map Interface section. Combat options are detailed below. To close
the menu, click the Return to Game button.
The Auto Combat button appears on the Combat Screen.
Pressing it turns auto combat on and off. What exactly happens when you do this
depends on your Auto Combat Options setting. Checkmark the options to turn them
on.
Creatures: The computer makes decisions for your creature
troops.
Spells: The computer automatically casts spells for your heroes.
Catapult: The computer operates your Catapult during
siege combat.
Ballista: The computer operates your Ballista.
First Aid Tent: The computer operates your First Aid Tent.
Animation Speed
These
buttons control how fast the combat animations play.
All Statistics: When you roll the cursor over creatures, all
information about them is displayed.
Spells Only: When the cursor is rolled over creatures, only
spells affecting them are displayed.
Distance
on the Combat Screen is measured in hexes. This checkbox turns on and off the
display of the hexagon grid overlay.
This checkbox
turns on and off the show movement range option. The place where the
highlighted creature can move is outlined when this option is on.
This
checkbox turns the mouse cursor shadow on and off. When the option is on, it
highlights the hex the mouse is currently in.
Spell Book Animation
Turns the
spell book page turning animation on or off.
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The Town
Screen is displayed when one of your heroes enters one of your towns. You may
also doubleclick on a town’s Town Selector button on the Adventure Map to display its Town
Screen. Towns serve your cause in several ways. Towns act as recruitment
centers for heroes and the troops making up your heroes’ armies. After one day,
your heroes replenish their spell points and learn new spells from towns with
mage guilds. At towns with marketplaces, you can trade surplus resources for
resources in short supply. Town halls provide you with daily gold income.
Buildings unique to each of the Heroes III game’s eight town types can provide
your forces with additional strengths and abilities. Over time, you may spend
resources to build new structures in your towns and upgrade existing ones to
increase the benefits the towns provide you.
Because
they are so useful to players, the conquest and defense of towns plays a major
role in any successful game strategy. Towns can be defended through the
building of fortifications—walls, arrow towers, and a moat—and by filling their
garrisons with defending troops, which may be lead by garrison stationed
heroes. Additionally, a hero visiting a town will lend their army to the town’s
defense, forcing an attacker to fight the visiting hero’s army before facing
the town’s garrison forces.
Information
about the Town Screen, and descriptions of the interface components associated
with buildings common to all towns, are in this section. For details about
buildings specific to each town type, see Town and Creature Reference (page 81).
All of the
buildings currently built in a town are displayed in the Town View. As you move
the cursor around the Town View, individual buildings are highlighted (if Town Building Outlines
is turned on in the
Adventure Map System Options). Buildings are identified by text appearing in
the Rollover Bar. Right-clicking on a highlighted building displays text
describing the building’s benefits. Clicking on a highlighted building displays
a menu appropriate to each building as described below. You may switch the view
to a different town by clicking on the town’s portrait in the Town Selector.
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Each town
has a hall. Starting with a village hall, you may upgrade this building to a
town hall, then a city hall, then finally, a capitol. Each version provides you
with a daily gold income and the ability to order the construction of other
town buildings. When you click on a hall, the Hall Screen appears. On it you
can order the construction of new town structures or upgrade existing
structures.
If you can build or upgrade a given structure, its name appears in a green box. If the structure is not yet built, and you are unable to construct it for some reason, then a red X appears in the lower right corner of its picture, and its name box is red. Structures you have already built, and cannot be upgraded further, have a gold ✔in their pictures and a gold name box.
You may
right-click a building’s picture to display the information found in that
structure’s Build Confirmation Window. Text describes what benefits your town
gains when the structure is built, along with a list of structures you must
build in the town before you will be allowed to construct it. The resource cost
of the structure is displayed below this text.
To
construct a building, click on its picture. Its Build Confirmation Window will
be displayed. You may
click the Don’t Build button to cancel, or the Build button to order the building’s
construction. When you build a structure, the Hall Screen closes and you are
returned to the Town Screen, where you see your new structure being built. Your
town immediately benefits from it. Only one structure per day may be built in
each of your towns.
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Click on a
town’s tavern to display the Tavern Window. In the tavern you can hear rumors,
recruit heroes, and view intelligence on your enemies gathered by your Thieves’
Guild. Close the Tavern Window by clicking the Exit Tavern button.
Hear Rumors: A new rumor is displayed in your taverns once
per week. This rumor is identical in all of your town taverns.
Hiring Heroes: Two heroes can be found in each tavern, ready
for you to hire. The heroes found in a given tavern change each week. To view
either of the hero’s Hero Screens, right-click on their portrait. When you
click on a hero’s portrait, it becomes highlighted. To hire the highlighted
hero, click on the Hire Hero button. You cannot hire a hero if you currently
have another hero visiting the town.
View Intelligence: Click on the Thieves’ Guild button to display a report which compares your
performance against those of your opponents.
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Recruit Max Pay Cost Exit
Creatures
who live in towns live in creature dwellings. Each week, the population of
these dwellings grows, increasing the number of creatures available at the
dwelling which you may recruit into the town’s garrison. Click on a creature
dwelling to display the dwelling’s Creature Recruitment Box. The name of the
dwelling’s creatures, a portrait of the troop type available, and the number of
troops available are shown. As you move the slider to the right, the number of
recruits increases, and the cost to recruit them is tallied. You may click the Maximum button to recruit all of the
available troops or the maximum number of troops you can currently afford.
Click the Recruit button to add the recruits to your town garrison.
A fort may
be built in a town, which adds to the town’s siege defenses. The fort may be
upgraded to a citadel, and then to a castle. Click on this structure to display
a summary of the town’s troop recruitment availability for all creatures.
Heroes learn new spells from towns with mage guilds. You may build a first level mage guild in each of your towns. Mage guilds may be upgraded, level-by-level, up to fifth level in some towns. As you build each level, a random selection of spells becomes available at the guild. Clicking on a mage guild displays the spells available. If the visiting hero doesn’t own a spell book, you may purchase one for him or her by clicking on the mage guild. For more information, see Magic System (pg. 55).
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You can trade surplus resources for needed ones at marketplaces.
Clicking on a town’s marketplace brings up the Marketplace Window. One side
displays your kingdom’s resources. On the other side, are the resources
available at the market. Highlight the resource you want to trade, and the
resource you want to trade for. When two resources are highlighted, you may
move the slider to the right to increase the quantity of the resource to be
traded. You may trade the maximum amount of your selected resource by clicking
the Maximum button. To complete the transaction, click the Trade button. Each marketplace you control
reduces the costs of trading.
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When a
scenario map is created, the map maker can create alliances between players.
Using the Marketplace, you can give resources to your enemies or allies. To do
this, click on the Trade With Player button. When you do this, a display of colored
flags replaces the Market Resources portion of the Marketplace Trade Window.
Choose which resource you want to give, and set the amount using the slider.
Click the flag of the player you want to give the resources to, and then click
the Trade button to confirm the gift.
In Tower
and Dungeon town types, the marketplace can be upgraded by building an artifact
merchant. When you build this upgrade, you can trade artifacts for resources,
and resources for artifacts. To do this, click the Trade Artifacts button. A selection of artifacts will be
displayed—this selection will be the same for all of your artifact merchants.
Click the artifact you want to purchase. The cost for the artifact will appear
under all of the Kingdom Resources icons. Choose which resource you wish to
trade, and then click the Trade button to complete the purchase. Click the Sell Artifact button to sell artifacts carried by
the visiting hero. The hero’s inventory will appear. Click the artifact you
want to trade, select the resource you want to trade for, and then click the Trade button.
In
Stronghold towns, you can build a Freelancer’s Guild as a marketplace upgrade.
When it is built, you can trade the visiting hero’s armies for resources. To do
so, click the Sell Creature button. The Kingdom Resources icons will be
replaced by a display of the visiting hero’s troops. Click the troop containing
creatures you want to sell, then click the resource you want to trade for. Set
the number of creatures you want to sell using the slider, and then click the Trade button to make the sale.
Each town
can have an army stationed in its town garrison. This army can be composed of
up to seven troops, which may be moved, split, combined, or dismissed. When you
recruit troops from a creature dwelling, they appear as a troop in an empty
garrison troop slot.
When a
hero visits a town, their troops may be traded with those found in the town’s
garrison. You can make the visiting hero the leader of a town’s garrison by
moving the hero into the garrison. To do this, click on the hero’s portrait to
highlight it, and then click on the banner to the left of the first garrison
troop slot. The hero’s army will be combined with the garrison army, and the
hero will now lead the army in defense of the city. You may swap the visiting
and garrisoned heroes, and their armies, by highlighting either hero and
clicking the other.
Garrison troops and troops belonging to a visiting hero can be upgraded.
If a town contains an upgraded creature dwelling, the lesser creature troop of
the same creature type provided by the dwelling, may be upgraded for a price.
To do this, double-click on the troop you wish to upgrade. This will bring up
that creature's information display. Click on the Upgrade button to show the upgrade cost for the troop.
This cost will equal the difference between the recruitment costs of the lesser
and higher creatures, multiplied by the number of creatures in the troop. Click
✔ to pay the cost, or the Cancel button to cancel.
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Heroes are
able to use the forces of magic in the form of spells. Heroes can use spells to
aid their travels, reveal hidden knowledge about their surroundings, and in
combat, help their troops or bring harm to their adversaries. When all other
things are equal, magic can provide the necessary edge to assure victory in a
campaign.
Before
they can cast spells, heroes must possess a spell book. The spell book is where
a hero records the spells he or she has learned. Some heroes will already have
a spell book when they are recruited. Others may purchase theirs from the mage
guilds located in towns. A hero’s spell book is kept in their item inventory
but may not be traded like other items.
Each spell
has a level which represents how difficult it is to cast. Higher level spells
are only obtainable by heroes with higher Wisdom skill ratings (see Secondary Skills, pg. 35). When heroes visit a town
with a mage guild, they automatically learn any new spells the guild has to
offer and their Wisdom rating allows them to cast. Heroes may also learn spells
as they explore map locations.
Each spell
belongs to one of the four schools of magic—air, earth, fire, or water. Heroes
may learn the Air Magic, Earth Magic, Fire Magic, and Water Magic secondary
skills to increase the strength at which they cast the spells of each school.
Spells
cost spell points to cast. A hero’s maximum spell points is equal to 10x their
Knowledge skill. As a hero casts spells, their spell points are diminished. A
hero cannot cast a spell costing more spell points than he or she has
available. Each hero regains one spell point per day, or can be completely
replenished when he or she starts a new day in a town with a mage guild. Heroes
with the Mysticism skill regain spell points more rapidly (see Secondary Skills, pg. 35).
A hero’s
spell book may be viewed by clicking on the spell book’s icon in the inventory
portion of their Hero Screen. In a hero’s spell book, spells known to the hero
are listed by school and divided into combat spells and adventure spells.
Adventure spells may be cast while a hero is travelling around the Adventure
Map. Combat spells may be cast when a hero is in combat. To display adventure and combat spells, click
the combat spell and adventure spell bookmarks sticking out of the bottom of
the book. To display spells of a particular school, click the school’s bookmark
on the right side of the book. If the hero knows more spells in a given
category than can be displayed on one page, pages may be turned by clicking on
the page curls.
Next to
each spell’s name is a number representing the number of spell points it costs
to cast the spell. You may view information about a spell by right-clicking on
its icon.
To cast an
adventure spell, click the Cast Spell button found in the control buttons on the
right side of the Adventure Map display. The current hero’s spell book will be
displayed as described above, but the combat spells bookmark will be
deactivated. To cast a spell, find it, then click on the spell’s icon.
You may
have your hero cast a combat spell by clicking the Cast Spell button located at the lower right corner of the
Combat Screen. The hero’s spell book appears. During combat, only combat spells
are displayed. Find the spell you want to cast, then click on its icon. When
you do so, the spell book will vanish, returning you to the Combat Screen. If
the spell needs a target, you choose the target by clicking on it.
You may
cancel the casting of combat and adventure spells by closing the spell book
without selecting a spell icon. If a spell is already selected, right-click to
avoid casting the spell.

When you click on the Kingdom Overview button found on the right side of the Adventure
Map display, the Kingdom Overview screen appears. On it you can see information
about all your towns, heroes, resources, and controlled locations. While
resource and controlled location information is always shown, you press the Hero Information and Town Information buttons located at the bottom right corner of
the screen to toggle between hero and town information displays.
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The
Resource Bar located at the bottom of the screen shows you how much gold, wood,
mercury, ore, sulfur, crystal, and gem units you currently have along with the
current date. This is the same display appearing at the bottom of the Town
Screen and Adventure Map displays.
Above the
Resource Bar is a row showing how many of each mine type you currently have
under territorial control.
As your heroes visit locations on the map, many of those locations
become part of your territory and fly your flag color. Icons representing these
locations appear along the right side of the Kingdom Overview.
You may
use the scroll arrows to cycle through the controlled location icons.
Individual Hero Information: When you click the Hero Information button, the main part of the display shows information about each of your heroes. Equipped
![]()
Hero/Stats:
This portion of the
Hero Information section displays the hero’s name, portrait, morale, luck,
troop slots, and primary skills. You can click on the hero’s portrait to bring
up that hero’s full Hero Screen.
Hero Skills: This section displays the hero’s secondary
skills, experience points, spell points and other information.
Hero
Artifacts: This section
displays the hero’s inventory. Clicking
the Equipped, Miscellaneous, or In Backpack buttons will allow you to view the items the
hero is currently using or carrying.
Individual Town Information: Click the Town Information button to display information about each of
your towns in the main section of the screen. If you have more than four towns,
you may use the scroll bar on the left side of the screen to bring your other
towns into view.
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Town: This
section displays the town’s name, portrait, village hall level, castle level,
and daily gold income. Click on the town portrait to display that town’s Town
Screen. The Creature Generation section displays any creature population you
are receiving from Adventure Map creature dwellings under your territorial
control. Garrison Hero: This section shows information about
the town’s garrison forces. If a garrison hero leads those forces, their name
and portrait appear. Click on the hero’s portrait to switch to the hero’s Hero
Screen. Visiting Hero Section: If a hero is visiting the town, then
their portrait, name, and army are shown here.
You can
click on the hero’s portrait to bring up the hero’s Hero Screen.
In many of
the scenarios supplied with Heroes of Might and
Magic III,
between two and eight of the opposing forces may be played by a human players.
These scenarios may be played as multiplayer games, either on a single computer
(a hotseat game), with each player taking turns at the computer’s controls, or
as a network game, with each player sitting at a separate computer connected
via network, Internet, modem, or serial cable. This section describes how these
games are started and played.
![]()
From the Main Menu, click the New Game button to bring up the New Game Menu. There,
click the Multiplayer button to display the Multiplayer Game Type
Selector pictured above. From there you may choose the type of multiplayer game
you want to begin—Hotseat, IPX, TCP/IP, Modem, or Direct Connection. Click on
the Online Services button to connect to available Internet
opponent matching services. You can click in the player name field to activate
its text cursor and type in your name.
This will be the name other players see you as. Click the Cancel button to return to the Main Menu.
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Start a hotseat game by clicking the Hotseat button on the Multiplayer Game Type Selector. The Hotseat Multiplayer Opponent Setup menu appears. To add a player to the game, type a player’s name into one of the eight Name Boxes. Erasing a name from a box will remove a player. Once you have entered a name for all the players who are going to participate in the hotseat game, you can click the ✔ button to go to the Scenario Selector (see Scenario Selector, pg. 9).
Hotseat games proceed like single player games except as each player’s turn comes up, he or she takes over control of the computer—sitting in the “hotseat,” so to speak. Players can normally see opponent movements in areas of the Adventure Map they have uncovered, however this is not possible in a hotseat game. To see such opponent movements you may press the Replay Opponents’ Turns button on the Adventure Options menu.
Starting an IPX or TCP/IP Network Game
Network
games may be played between computers communicating over a Local Area Network
(LAN) or over the Internet. LAN connected computers must be able to use the IPX
or TCP/IP protocols, while Internet connected computers must communicate via TCP/IP.
Before you can play a network game, the appropriate protocol must be properly
configured in your Windows Network Control Panel. Additionally, all involved
computers must have a copy of the Heroes III games installed. To
begin setting up a game, click on the IPX or
TCP/IP button to display the
Network Game Setup Menu. Session Name Session Owner
Each multiplayer game requires a host computer. The hosting player controls scenario selection and chooses which forces each player will lead. To host a game, press the Host button in the Network Game Setup Menu. A box will appear which will allow you to name the network game and choose a password for the game. If you choose a password, only players that know it will be able to join your game. If you leave the password field empty, anyone can join. Click the ✔ button to accept your settings. Your game will appear on the Game Lists of other players. Password protected games appear with a lock icon. Unprotected games appear with an open door icon. Games in progress appear with a closed door icon.
Your screen will advance to the Scenario Selector (see Scenario Selector, pg. 9). There you must choose a scenario and assign players to their forces. All players not assigned to a force are dropped from the game when you start.
To join a game hosted by another player, fill your name in the Name Box, and then click on a name in the Game List and press the Join button. If the game is password protected, a box will appear asking you for the password. When you join a game, your display will switch to the Scenario Selector. You will not be able to select scenarios or make player assignments. Rather, you will see these actions as performed by the game’s host. Pressing the Cancel button will drop you from the game and return you to the Main Menu.
To connect to a game over the Internet, you must know the IP address of the computer hosting the game. To search for that computer, press the Search button. A box will appear where you may enter the computer’s eleven number TCP/IP address (example 123.21.123.123). The host player will need to supply this address.
Modem games are played between two players sitting at computers communicating via modems with one computer acting as the host. To start a modem game, click the Modem button on the Multiplayer Game Type Selector. If you are going to host the game, click on the Host button. Choose which modem you want to use (if you have more than one installed), then click the Answer button. Your computer will now wait for a call from the other computer.
To join a game, press the Join button. After the host computer is setup and ready to answer, enter the host computer’s phone number in the indicated box, then press the Connect button. After the two computers negotiate the connection, the host player can assign players in the Scenario Selector.
Two players may play a game between computers connected via a null-modem cable run between serial ports on each computer. To start such a game, one of the computers must be set up as the host. To do this, click on the Direct Connection button on the Multiplayer Game Type Selector. A box will appear with a place to type in your game name, and buttons marked Host and Join. Fill in your player name and click the Host button. The other player should click Direct Connection, and then the Join button.
Each player, computer or human, gets one turn per Erathian day. As in a single player game, only one player directs their forces at a time. While waiting for your turn, you may explore the Adventure Map and view any informational display available during your turn. You may not move heroes, build towns, adjust heroes’ inventories, or make any other changes to the game environment. It is your turn when the screen border turns to your kingdom’s flag color. You are also prompted with a window and a sound.
During multiplayer games, you may send text messages to the other players. To do this, press the Tab key when any screen containing a Rollover Bar is displayed. A text cursor will appear in the Rollover Bar, type your message, then press the Return key to send the message. Your message, with your name attached to it, will be displayed to all other players. If you want to send a secret message to a specific player, press an F1-F8 key instead of the Return key. F1-F8 represents players 1-8.
In the course of playing a multiplayer game, you may check to see if another player is still connected by typing the chat message “ping” and pressing the Return key. This command will tell you who is still connected to the game and at what speed. In place of the Return key, you may press the F1-F8 keys to ping a specific player. Every ten minutes, the game automatically pings all existing players.
World Reference
Here you will find descriptive listings for all spells in the Heroes III game. Each spell is from one of four schools of magic—Air, Earth, Fire, or Water. Your heroes’ expertise in a spell increases as he gains the secondary skill for the appropriate school of magic (see Secondary Skills, pg. 45). Heroes without such expertise may cast a school’s spells at Normal level (resulting in the same effect as the Basic level spell). Increased expertise allows for spells to be cast at the Basic, Advanced and Expert Levels.
Heroes holding expertise in a school’s secondary skill cast spells from a school at a reduced cost. This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.
|
Effects of School Expertise on Casting Cost Spell Level I Spell Level II Spell Level III Spell Level IV Spell Level V
-1 -2 -3 -4 -5 |
Some spells are more difficult to cast than others. A spell’s difficulty is reflected by its level. All heroes are capable of learning and casting first and second level spells. Heroes with the secondary skill Wisdom can cast higher level spells. A hero with Basic Wisdom can cast third level spells, one with Advanced Wisdom can cast fourth level spells, and one with Expert Wisdom can cast fifth level spells—the highest level spells in the game.
Spells are listed here by school and level.
Name What the spell is called.
Type Indicates whether the spell may be cast in combat or on the Adventure Map.
Cost How many spell points a hero must have to cast the spell.
Duration How long the spell lasts.
Basic Effect Effect of the spell cast at Normal or Basic Expertise.
Advanced Effect Effect of the spell cast at Advanced Expertise.
Expert Effect Effect of the spell cast at Expert Expertise.
School of Air Magic

Disguise Type Adventure
Cost 4
Duration 1 Day
Basic Effect When the
casting hero is right-clicked by opponents, all of the hero’s creature troops
are displayed as if they were composed of the most powerful creatures in the
hero’s army. Troop population numbers are represented normally.
Advanced Effect Same as Basic Effect except troop population quantities are represented as “0.”
Expert Effect Same as Advanced Effect except all troops are represented as if populated by the most powerful creature in hero’s longest owned town.
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Type Adventure
Duration 1 Day
Basic Effect Displays
number of monsters in a wandering monster troop and whether or not the troop
will offer to join the casting hero’s army. Range is equal to Power or three,
whichever is greater.
Advanced Effect Same as Basic Effect, except an enemy hero’s primary skill stats, and the composition and quantity of the hero’s army can be viewed. Range is (Power x 2) or three, whichever is greater.
Expert Effect Same as Advanced Effect, except an enemy town’s statistics and garrison composition and quantity may be viewed. Range is (Power x 3) or three, whichever is greater.



School of Earth Magic



Duration Until Touched
Basic Effect Quicksand
pits are placed in four random hexes. They are invisible to creatures unless
they are on native terrain (see Combat, pg. 47). Troops stepping on pit hexes have their
movement halted for the current round. Once a pit is stepped on, it is revealed
to all.
Advanced Effect Same as Basic Effect, except that six pits are placed.
Expert Effect Same as Basic Effect, except that eight pits are placed.
Visions TypeCost Adventure4
Duration 1 Day
Basic Effect Displays
number of monsters in a wandering monster troop and whether or not the troop
will offer to join the casting hero’s army. Range is equal to Power or three,
whichever is greater.
Advanced Effect Same as Basic Effect, except an enemy hero’s primary skill stats, and the composition and quantity of that hero’s army can be viewed. Range is (Power x 2) or three, whichever is greater.
Expert Effect Same as Advanced Effect, except an enemy town’s statistics and garrison composition and quantity may be viewed. Range is (Power x 3) or three, whichever is greater.
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School of Fire Magic


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Duration Permanent
Basic Effect Target, non-undead troop is sacrificed
(destroyed). Then another target dead troop has ((Power + Destroyed Troop’s
Creature Base Health + 3) x # of Creatures Sacrificed) in health total of
creatures returned to life. Advanced Effect Same as Basic
Effect, except that health total of creatures resurrected is ((Power +
Destroyed Troop’s Creature Base Health + 6) x # of Creatures Sacrificed).
Expert Effect Same as Basic Effect, except that health total of creatures resurrected is ((Power + Destroyed Troop’s Creature Base Health + 10) x # of Creatures Sacrificed).
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School of Water Magic

1 Round/Power
Damage from Water Magic spells is reduced by 30% for target, allied troop. Advanced Effect Damage from Water Magic spells is reduced by 50% for target, allied troop. Expert Effect Damage from Water Magic spells is reduced by 50% for all allied troops.
Duration Instant
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Basic Effect Summons one
of your hero’s boats to their current location. If none of those boats are
available, then one of your other heroes’ boats is summoned. Spell has a 50%
chance of working. The spell fails if there are no unoccupied boats available.
Advanced Effect Same as Basic Effect, except that if no boats are available, a new one is created. The spell has a 75% chance of working. There are a maximum of sixty-four boats allowed on the Adventure Map at one time. The spell fails if all are occupied.
Expert Effect Same as Advanced Effect, except that the spell has a 100% chance of working (unless all sixty-four boats are occupied).
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World Reference
Here you will find descriptions for all of the buildings found in the Heroes III game’s eight town types. The first section deals with buildings common to all town types. This is followed by individual sections to cover buildings unique to each town. Creature statistics are listed with statistics for the buildings producing them. The individual town sections are followed by information about creatures not associated with any particular town type and then stats for war machines and siege battlefield features.
|
Creature Table Field Legend |
|
|
Name |
Creature’s name. |
|
Cost |
How much it costs to recruit one creature of this type. |
|
Building |
The type of building the creature may be recruited at. |
|
Attack |
Creature’s attack strength. |
|
Defense |
Creature’s defensive ability. |
|
Health |
How many points of damage the creature can take before dying. |
|
Damage |
How much damage the creature’s attack does. |
|
Shots |
How many ranged shots the creature can perform in one battle. “None” indicates the creature has no ranged attack. |
|
Movement |
How the creature moves. |
|
Speed |
How fast the creature moves. |
|
Building Statistics Legend |
|
|
Structure |
Name of Building type. |
|
Cost |
What it costs to build the structure. |
|
Requirements |
Building(s) that must be built before this one. |
|
Creatures/Week |
Type and number of creatures produced by this building per week. |
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Wood
A town’s hall is its center of leadership. Your halls provide you with income in the form of gold. You may order the construction of new structures and structure upgrades at the hall. For more information on constructing other buildings, see Towns (pg. 49).
|
Structure |
Cost |
Requirements |
Benefits |
|
Village Hall |
N/A |
N/A |
The village hall, being the minimum defining building of a town, is automatically a part of all towns. It provides an income of 500 Gold per day. |
|
Town Hall |
2500 Gold |
Village Hall, Tavern |
This upgrade to the village hall provides 1000 Gold per day. |
|
City Hall |
5000 Gold |
Town Hall, Blacksmith, Mage Guild Level I, Marketplace |
This upgrade to the town hall provides 2000 Gold per day. |
|
Capitol |
10,000 Gold |
City Hall, Castle |
This upgrade to the city hall provides 4000 Gold per day. You may only build a capitol if you don’t already have one. |
A castle provides a town with increased security. Because castles add walls and other defensive features to the town, enemy forces must lay siege to the town when they attack it (see Combat, pg. 40). Presence of a castle also increases town creature production. Clicking on a castle will provide information about the towns current population.
|
Structure |
Cost |
Requirements |
Benefits |
|
Fort |
5000 Gold + 20 Wood + 20 Ore |
Village Hall |
Building a fort adds walls to a town. |
|
Citadel |
2500 Gold + 5 Ore |
Fort |
This upgrade to the fort adds a moat and the primary arrow tower to a town. Presence of a citadel increases the production of creature dwellings by 50%. |
|
Castle |
5000 Gold + 10 Wood + 10 Ore |
Citadel |
When a castle is built, it adds two arrow towers at half strength of the primary tower, and the standard walls are strengthened to fortified walls. Further, production of creature dwellings is increased by 100%. |
Mage guilds are centers for spell research and provide spells for heroes to learn. Heroes possessing spell books—which are available for purchase at mage guilds—automatically learn all spells known to mage guilds of allied towns they visit, as long as they have the appropriate level of Wisdom (see Secondary Skills, pg. 35). Each upgrade of a town’s mage guild increases the number of spells available. Additionally, heroes who spend one day in a town with a mage guild have their spell points replenished.
|
Structure |
Cost |
Requirements |
Benefits |
|
Mage Guild Level I |
2000 Gold + 5 Wood + 5 Ore |
Village Hall |
When the level I mage guild is built, five level I spells become available for heroes to learn. Heroes are able to purchase a spell book from the guild for 500 Gold. |
|
Mage Guild Level II |
1000 Gold + 5 Wood + 5 Ore + 4 Crystal + 4 Gem + 4 Mercury + 4 Sulfur |
Mage Guild Level I |
When the level II mage build is built, an additional four level II spells become available for heroes to learn. |
|
Mage Guild Level III |
1000 Gold + 5 Wood + 5 Ore + 6 Crystal + 6 Gem + 6 Mercury + 6 Sulfur |
Mage Guild Level II |
When the level III mage guild is built, an additional three level III spells become available for heroes to learn. This is the highest level mage guild you can construct in Stronghold and Fortress towns. |
|
Mage Guild Level IV |
1000 Gold + 5 Wood + 5 Ore + 8 Crystal + 8 Gem + 8 Mercury + 8 Sulfur |
Mage Guild Level III |
When the level IV mage guild is built, an additional two level IV spells become available for heroes to learn. This is the highest level of the mage guild you can construct in Castle towns. |
|
Mage Guild Level V |
1000 Gold + 5 Wood + 5 Ore + 10 Crystal + 10 Gem + 10 Mercury + 10 Sulfur |
Mage Guild Level IV |
When the level V mage guild is built, one level V spell becomes available for heroes to learn. |
Resources may be traded for other resources at town marketplaces. While the marketplace traders will always seek to make a profit, the more marketplaces you have under your control, the better the exchange rate. In multiplayer games, the marketplace allows you to trade resources with other players. For more information, see Towns (pg. 49).
|
Structure |
Cost |
Requirements |
Benefits |
|
Marketplace |
500 Gold + 5 Wood |
Village Hall |
Allows resources to be traded. |
At the town tavern you may hear rumors, check how you are doing compared to your opponents, and hire new heroes for field or garrison duty. For more information, see Towns (pg. 49).
|
Structure |
Cost |
Requirements |
Benefits |
|
Tavern |
500 Gold |
Village Hall |
Provides the ability to recruit heroes, |
|
|
+ 5 Wood |
|
hear rumors, and visit the Thieves’ Guild. |
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Castles are home to the Cleric and Knight hero classes. Castle armies are primarily composed of human men-at-arms, though these towns have also formed an alliance with the griffins and are under the protection of angels. With two types of ranged attack units and two flying unit types available, Castle-based armies are well equipped to quickly engage and defeat their enemies.
|
Structure |
Cost |
Requirements |
Benefits |
|
Blacksmith |
1000 Gold + 5 Wood |
Village Hall |
Produces the Ballista war machine (see War Machines, pg. 117). |
|
Brotherhood of the Sword |
500 Gold + 5 Wood |
Tavern |
This Tavern upgrade gives a +2 morale bonus to all garrisoned creatures during a siege. |
|
Resource Silo |
5000 Gold + 5 Ore |
Marketplace |
This upgrade to the marketplace provides 1 Wood and 1 Ore per day. |
|
Shipyard |
2000 Gold + 20 Wood |
Village Hall |
Allows ships to be built. Ships cost 1000 Gold + 10 Wood. |
|
Lighthouse |
2000 Gold + 10 Ore |
Shipyard |
Each lighthouse you build will increase the movement allowance of your ships. |
|
Stables |
2000 Gold + 10 Wood |
Barracks |
Visiting heroes departing from Castle towns with stables have their movement allowance increased. |
Note: Information on creature dwellings unique to each town type can be found in their corresponding sections, within the creature tables.
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Angels & Archangels
With their
great offensive and defensive power and flying ability, angels and archangels
are among the mightiest creatures in the game. Both do 150% damage when
attacking devils.
Additionally, the archangel is able to resurrect dead allied troops once per combat.
Name Angel Archangel
Cost 3000 Gold 5000 Gold
Attack 20 30
Defense 20 30
Health 200 250
Damage 50 50
Shots None None
Movement Flying Flying
Speed Extra Quick (12 hexes/turn) Very Fast (18 hexes/turn)
Structure Portal of Glory Upgraded Portal of Glory
Cost 20000 Gold+10 Crystal 20000 Gold+10 Crystal +10 Gem+10 Mercury +10 Gem+10 Mercury
+10 Sulfur +10 Sulfur
Requirements Monastery Portal of Glory
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Creatures/Week 1 Angel 1
Archangel
|
Structure |
Cost |
Requirements |
Benefits |
|
Academy of Battle Scholars |
1000 Gold + 5 Wood + 5 Ore |
Village Hall |
Visiting heroes gain 1000 experience points from the academy. This effect is applied only once per hero for each Academy of Battle Scholars visited |
|
Artifact Merchants |
10,000 Gold |
Marketplace |
You may visit the Artifact Merchants building to trade resources for artifacts. |
|
Blacksmith |
1000 Gold + 5 Wood |
Village Hall |
The Ballista war machine (see War Machines and Siege Features, pg. 126) may be purchased from the Dungeon blacksmith. |
|
Mana Vortex |
1000 Gold |
Mage Guild Level I |
Presence of a mana vortex doubles the spell points available for visiting heroes. |
|
Portal of Summoning |
2500 Gold + 5 Ore |
Village Hall |
On Day 1 of each week, a random creature type from a creature dwelling flagged on the Adventure Map, becomes available for recruitment at the Portal of Summoning. |
|
Resource Silo |
5000 Gold + 5 Ore |
Marketplace |
This marketplace upgrade provides 1 Sulfur per day. |
Mage Guild Mama Vortex Chapel of Stilled Voices Castle
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Dungeons towns are built by Warlock and Overlord hero types to act as bases from which to wage campaigns of conquest for wealth and power. Similarly minded creatures are attracted as allies. Other Dungeon creatures are in thrall to their masters. Dungeon armies are possessed of a variety of long range attacks, have effective damage dealing troops, and have the ability to greatly disrupt the strategies of their enemies.

Medusas & Medusa Queens
Armed with bows, medusas and medusa queens can attack at range to good effect. Their hand-to-hand attacks do the same damage and also have a 20% chance of petrifying their targets for three rounds. Petrified creatures cannot move, take 50% damage, and become unfrozen when attacked.
Structure Requirements
Minotaurs & Minotaur Kings
Minotaurs and minotaur kings live in labyrinths and devour all who enter. These bull-like humanoids are sure of their ability to dominate in battle and have good morale. This self image is well-founded as they are durable and have a very damaging axe attack.
Structure Requirements
Manticores & Scorpicores
Manticores
and their venomous cousins, the scorpicores, have features combined of bat,
lion and scorpion. They attack with stabs from their stinging tails. Scorpicore
attacks have a 20% chance of paralyzing an opponent. Creatures thus petrified
take 50% damage and are unfrozen when attacked or after three rounds.
Structure Requirements
Name Medusa Medusa Queen
Cost 300 Gold 330 Gold
Attack 9 10
Defense 9 10
Health 25 30
Damage 6-8 6-8
Shots 4 8
Movement Ground Ground
Speed Slow (5 hexes/turn) Swift (6 hexes/turn)
Structure Chapel of Stilled Voices Upgraded Chapel of Stilled Voices
Cost 2000 Gold +5 Wood +10 Ore 1500 Gold +5 Wood
Requirements Harpy Loft, Pillar of Eyes Chapel of Stilled Voices
Creatures/Week 4 Medusas 4 Medusa Queens
Name Minotaur Minotaur King
Cost 500 Gold 575 Gold
Attack 14 15
Defense 12 15
Health 50 50
Damage 12-20 12-20
Shots None None
Movement Ground Ground
Speed Swift (6 hexes/turn) Very Swift (8 hexes/turn)
Structure Labyrinth Upgraded Labyrinth
Cost 4000 Gold + 10 Ore + 10 Gem 3000 Gold +5 Ore +5 Gem
Requirements Chapel of Stilled Voices Labyrinth
Creatures/Week 3 Minotaurs 3 Minotaur Kings
Name Manticore Scorpicore
Cost 850 Gold 1050 Gold
Attack 15 16
Defense 13 14
Health 80 80
Damage 14-20 14-20
Shots None None
Movement Flying Flying
Speed Extra Swift (7 hexes/turn) Quick (11 hexes/turn)
Structure Manticore Lair Upgraded Manticore Lair
Cost 5000 Gold +5 Wood +5 Ore +5 3000 Gold +5 Wood +5 Ore
Mercury +5 Sulfur +5 Mercury +5 Sulfur
Requirements Chapel of Stilled Voices Manticore Lair
Creatures/Week 2 Manticores 2 Scorpicore
Red & Black Dragons
Red and
black dragons with their great mobility, flying ability, and powerful breath
weapons are among the most effective units in the game. Red dragons are immune
to spells below level four. Black dragons are twice as durable, do 150% damage
to giants and titans, and are immune to all spells.
Structure Requirements
Name Red Dragon Black Dragon
Cost 2500 Gold + 1 Sulfur 4000 Gold + 2 Sulfur
Attack 19 25
Defense 19 25
Health 180 300
Damage 40-50 40-50
Shots None None
Movement Flying Flying
Speed Quick (11 hexes/turn) Super Quick (15 hexes/turn)
Structure Dragon Cave Upgraded Dragon Cave
Cost 15000 Gold +15 Wood +15 Ore 15000 Gold +15 Wood +15
+20 Sulfur Ore +20 Sulfur
Requirements Mage Guild Level II, Labyrinth, Mage Guild Level III,
Manticore Lair Dragon Cave
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Creatures/Week 1 Red
Dragons 1 Black
Dragons
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Fortress towns are built at the edge of swamps and are often used as bases by the Beastmaster and Witch hero classes. Their armies are primarily made up of deadly creatures—born of the swamps, and then subdued and trained for warfare. While among them there is only one ranged attack creature, Fortress units are possessed of many special abilities to offset this deficiency.
|
Structure |
Cost |
Requirements |
Benefits |
|
Blacksmith |
1000 Gold + 5 Wood |
Village Hall |
You may purchase the First Aid Tent (see War Machines and Siege Features, pg. 126) from the Fortress blacksmith. |
|
Blood Obelisk |
1000 Gold |
Glyphs of Fear |
The Blood Obelisk gives heroes a +2 to their Attack skill during siege battles. |
|
Glyphs of Fear |
1000 Gold |
Fort |
The Glyph of Fear gives heroes a +2 to their Defense skill during sieges. |
|
Cage of Warlords |
1000 Gold |
Town Hall, Glyphs of Fear |
The Cage of Warlords gives visiting heroes a permanent +1 to their Defense skill. |
|
Resource Silo |
5000 Gold + 5 Ore |
Marketplace |
This upgrade to the marketplace provides 1 Wood and 1 Ore per day. |
|
Shipyard |
2000 Gold + 20 Wood |
Village Hall |
Ships may be purchased from the shipyard for 1000 Gold + 10 Wood. |

Basilisks & Greater Basilisks
The basilisk and greater basilisk have developed the ability to petrify their prey for three rounds. Their attacks have a 20% chance of making this occur. Petrified creatures take 50% damage from attacks and are unfrozen when struck.
Structure Requirements
Gorgons & Mighty Gorgons
The sturdy gorgons attack with their acidic breath. The Mighty Gorgon has a Death Stare with a 10% chance per attack of killing the top creature of a troop outright per 10 Mighty Gorgons.
Structure Requirements
Wyverns & Wyvern Monarchs
Wyverns and
wyvern monarchs attack with swipes of their stinging tails. The wyvern
monarch’s stinger has a chance of poisoning its target for three rounds. The
top creature of a poisoned troop loses 50% of its health each round. Poisoning
can only be removed by the Cure spell.
Structure Requirements
Name Basilisk Greater Basilisk
Cost 325 Gold 400 Gold
Attack 11 12
Defense 11 12
Health 35 40
Damage 6-10 6-10
Shots None None
Movement Ground Ground
Speed Slow (5 hexes/turn) Extra Swift (7 hexes/turn)
Structure Basilisk Pit Upgraded Basilisk Pit
Cost 2000 Gold + 5 Wood + 10 Ore 2000 Gold +5 Wood +5 Ore
Requirements Serpent Fly Hive Basilisk Pit
Creatures/Week 4 Basilisks 4 Greater Basilisks
Name Gorgon Mighty Gorgon
Cost 525 Gold 600 Gold
Attack 10 11
Defense 14 16
Health 70 70
Damage 12-16 12-16
Shots None None
Movement Ground Ground
Speed Slow (5 hexes/turn) Swift (6 hexes/turn)
Structure Gorgon Lair Upgrade Gorgon Lair
Cost 2500 Gold +10 Wood +10 2000 Gold + 5 Wood + 5 Ore
Ore +5 Mercury +5 Sulfur
Requirements Serpent Fly Hive, Lizard Den Gorgon Lair, Resource Silo
Creatures/Week 3 Gorgons 3 Mighty Gorgons
Name Wyvern Wyvern Monarch
Cost 800 Gold 1100 Gold
Attack 14 14
Defense 14 14
Health 70 70
Damage 14-18 18-22
Shots None None
Movement Flying Flying
Speed Extra Swift (7 hexes/turn) Quick (11 hexes/turn)
Structure Wyvern Nest Upgraded Wyvern Nest
Cost 3500 Gold + 15 Wood 3000 Gold +10 Wood +10 Mercury
Requirements Lizard Den Wyvern Nest
Creatures/Week 2 Wyverns 2 Wyvern Monarchs
Hydras & Chaos Hydras
Hydras and chaos hydras are
multiheaded
serpents attacking with vicious bites. When they attack, they attack all
adjacent enemy troops. This attack is so overwhelming no counterstrike is
possible.
Structure Requirements
Name Hydra Chaos Hydra
Cost 2200 Gold 3500 Gold + 1 Sulfur
Attack 16 18
Defense 18 20
Health 175 250
Damage 25-45 25-45
Shots None None
Movement Ground Ground
Speed Slow (5 hexes/turn) Extra Swift (7 hexes/turn)
Structure Hydra Pond Upgraded Hydra Pond
Cost 10000 Gold +10 Wood 15000 Gold +10 Wood
+10 Ore +10 Sulfur +10 Ore +20 Sulfur
Requirements Basalisk Pit, Wyvern Lair Hydra Pond
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Creatures/Week 1 Hydras 1 Chaos Hydras
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Inferno towns can be found in Erathian regions blighted by the emergence of the underworld on the surface. Demoniac and Heretic heroes stand in uneasy alliance with these towns. Inferno armies have great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units until the awesome, teleporting devil and arch devil units can be brought into play.
|
Structure |
Cost |
Requirements |
Benefits |
|
Blacksmith |
1000 Gold+ 5 Wood |
Village Hall |
The Ammo Cart war machine (see War Machines and Siege Features, pg. 126) can be purchased from the Inferno blacksmith. |
|
Brimstone Stormclouds |
1000 Gold + 5 Sulfur |
Fort |
During a siege, the Brimstone Stormclouds increase the Power skill of a hero by two. |
|
Castle Gate |
10000 Gold +5 Wood +5 Ore |
Citadel |
A visiting hero can pass through the Castle Gate building to any other allied Inferno town with a castle gate as long as that town does not have a visiting hero present. |
|
Order of Fire |
1000 Gold + 5 Wood |
Mage Guild Level I |
The Order of Fire permanently adds one to a visiting hero’s Power skill. This effect is applied only once per scenario for each Order of Fire visited. |
|
Resource Silo |
5000 Gold + 5 Ore |
Marketplace |
This upgrade to the marketplace provides 1 Mercury per day. |


Devils & Arch Devils
Devils and arch devils can teleport to any hex on the battlefield. Their overwhelming attack leaves no
possibility
for a retaliatory strike. They also do 150% damage to angels and reduce enemy
Luck by one when they appear on the battlefield.
Structure Requirements
Name Devil Arch Devil
Cost 2700 Gold + 1 Mercury 4500 Gold + 2 Mercury
Attack 19 26
Defense 21 28
Health 160 200
Damage 30-40 30-40
Shots None None
Movement Teleport Teleport
Speed Quick (11 hexes/turn) Extra Fast (17 hexes/turn)
Structure Forsaken Palace Upgraded Forsaken Palace
Cost 15000 Gold +10 Wood +10 Ore 20000 Gold +5 Wood
+20 Mercury +5 Ore + 20 Mercury
Requirements Hell Hole, Fire Lake Forsaken Palace
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Creatures/Week 1 Devil 1 Arch
Devil
|
Structure |
Cost |
Requirements |
Benefits |
|
Blacksmith |
1000 Gold+ 5 Wood |
Village Hall |
The First Aid Tent war machine (see War Machines and Siege Features, pg. 126) can be purchased from the Necropolis blacksmith. |
|
Cover of Darkness |
1000 Gold |
Fort |
The Cover of Darkness creates a permanent shroud over the town for enemy heroes. While heroes moving through the shroud remove it as normal, it is regenerated each day. |
|
Necromancy Amplifier |
1000 Gold |
Mage Guild Level I |
The Necromancy Amplifier adds 10% to the Necromancy skill of all Necromancers under your command. |
|
Resource Silo |
5000 Gold +5 Ore |
Marketplace |
This upgrade to the marketplace provides +1 Wood, +1 Ore per day. |
|
Skeleton Transformer |
1000 Gold |
Cursed Temple |
Creatures brought to a town with a Skeleton Transformer may be turned into skeletons by putting them through a skeleton transformer. |
|
Shipyard |
2000 Gold + 20 Wood |
Village Hall |
The shipyard allows ships to be built. Ships cost 1000 Gold + 10 Wood. |
Necromancy
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Necropolis towns are overrun and ruled by undead creatures. They are the natural bases for the Necromancer and Death Knight hero types. Necropolis armies have many units with abilities to weaken their opponents. This quickly gives them an edge over equal or even more powerful enemy armies.
Necropolis
Specific Buildings
Necropolis Creature Generators and Hordes
While
skeletons and skeleton warriors are Cost 60 Gold 70
Gold average foot soldiers individually, it is Attack 5 6 possible to
build massively populated Defense 4 6 troops of
them. They are numerously Health 6 6 produced,
are the main creature produced Damage 1-3 1-3 by the
Necromancy secondary skill, and Shots None None
other creature types can be converted into Movement Ground Ground
them at Necropolis skeleton transformers. Speed Extra Slow (4 hexes/turn) Slow (5 hexes/turn)
Structure StructureCursed Temple Upgraded Cursed Temple Unearthed Graves
Requirements Cost 400 Gold + 5 Wood + 5 Ore 1000 Gold +5 Wood +5 Ore 1000 Gold
Requirements Fort
Walking Dead & Zombies
Walking Dead and Zombies are magically animated corpses. Zombies have a 20% chance to cause disease in creatures they attack. Diseased creatures have their attack and defense ratings reduced by two for a period of three rounds.
Structure Requirements
Wights & Wraiths
Wights and wraiths are life destroying spirits damaging their opponents by draining life. The first wight or wraith in each troop regenerates all lost damage at the beginning of each combat round. While wraiths appear on the battlefield, two spell points per turn are drained from an enemy spellcaster’s spell pool.
Structure Requirements
Cursed Temple Skeleton Transformer
Name Walking Dead Zombie
Cost 100 Gold 125 Gold
Attack 5 5
Defense 5 5
Health 15 20
Damage 2-3 2-3
Shots None None
Movement Ground Ground
Speed Very Slow (3 hexes/turn) Extra Slow (4 hexes/turn)
Structure Graveyard Upgraded Graveyard
Cost 1000 Gold + 5 Ore 1000 Gold +5 Wood +5 Ore
Requirements Cursed Temple Graveyard
Creatures/Week 8 Walking Dead 8 Zombies
Name Wight Wraith
Cost 200 Gold 230 Gold
Attack 7 7
Defense 7 7
Health 18 18
Damage 3-5 3-5
Shots None None
Movement Flying Flying
Speed Slow (5 hexes/turn) Extra Swift (7 hexes/turn)
Structure Tomb of Souls Upgraded Tomb of Souls
Cost 1500 Gold +5 Wood +5 Ore 1500 Gold + 5 Mercury
Requirements Cursed Temple Tomb of Souls
Creatures/Week 7 Wights 7 Wraiths

Bone and Ghost Dragons
Bone and ghost dragons are raised from dragon corpses. Both of these
creatures
have a ferocious biting attack and lower the morale of enemy units by one when
they appear on the battlefield. Ghost Dragon attacks have a 20% chance of aging
their targets. Aged troops have the hit points of all their members halved.
Structure Requirements
Name Bone Dragon Ghost Dragon
Cost 1800 Gold 3000 Gold + 1 Mercury
Attack 17 19
Defense 15 17
Health 150 200
Damage 25-50 25-50
Shots None None
Movement Flying Flying
Speed Ultra Swift (9 hexes/turn) Ultra Quick (14 hexes/turn)
Structure Dragon Vault Upgraded Dragon Vault
Cost 10000 Gold +5 Wood +5 Ore +5 15000 Gold + 5 Wood + 5 Ore
Crystal +5 Gem +5 Mercury +5 Sulfur +20 Mercury
Requirements Hall of Darkness Dragon Vault
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Creatures/Week 1 Bone
Dragon 1 Ghost
Dragon
|
Structure |
Cost |
Requirements |
Benefits |
|
Blacksmith |
1000 Gold + 5 Wood |
Village Hall |
The Rampart blacksmith provides the First Aid Tent war machine (see War Machines and Siege Features pg. 126). |
|
Mystic Pond |
2000 Gold + 2 Wood + 2 Ore + 2 Crystal+ 2 Gem + 2 Mercury + 2 Sulfur |
Village Hall |
The mystic pond provides 1-4 random resources on Day 1 of each week. |
|
Fountain of Fortune |
1500 Gold + 10 Crystal |
Mystic Pond |
The fountain of fortune is an upgrade to the basic mystic pond. Its presence gives +2 Luck for a hero during a siege. |
|
Resource Silo |
5000 Gold + 5 Ore |
Marketplace |
The resource silo is an upgrade to the marketplace. It provides 1 Crystal each day. |
|
Treasury |
5000 Gold+5 Wood+10 Ore |
Miners’ Guild |
The treasury provides +10% interest for Day 1 player gold total. |
Castle Enchanted
The Druid and Ranger hero classes are native to Ramparts, which are built by creatures in allied defense of the unspoiled wilderness regions of Erathia. With two slow unit types, Dwarves and Dendroids, Rampart armies may be best suited to defensive tactics. Most of these creatures, however, have enemy hampering abilities that can be used to turn the tide against many opponents—especially those dependent on magical attacks.
Rampart Specific Buildings
Centaurs & Centaur Captains CreatureCost Centaur70 Gold 90Centaur Captains Gold
Armed with sturdy spears and Attack 5 6 possessed of good speed and attack Defense 3 3
ratings, the centaur and centaur Health 8 10
captains are perhaps the best basic foot Damage 2-3 2-3 soldier units in the game. While they Shots None None are also the most expensive basic unit, Movement Ground Ground
their abilities and durability keep them Speed Swift (6 hexes/turn) Very Swift (8 hexes/turn) useful for longer than most.
Structure Centaur Stables Upgraded Centaur Stables
Cost 500 Gold + 10 Wood 1000 Gold + 5 Wood
Structure Requirements Requirements Fort Centaur Stables
Creatures/Week 14 Centaurs 14 Centaur Captains
Dwarves & Battle Dwarves NameCost Dwarf120 Gold 150Battle Dwarf Gold
Because of
their slowness, dwarves are Attack 6 7 perhaps best used to defend ranged Defense 7 7
attackers. Battle dwarves have greater Health 20 20 mobility and are more
versatile. Damage 2-4 2-4
Dwarves and battle dwarves have, Shots None None
respectively, a 20% and 40% resistance Movement Ground Ground
to magic which gives them a chance to Speed Very Slow (3 hexes/turn) Slow (5 hexes/turn) ignore the effects of hostile spell attacks.
Structure Structure Dwarf Cottage Upgraded Dwarf Cottage Miners’ Guild
Requirements CostRequirements 1000Centaur Stables Gold + 5 Wood 1000Dwarf Cottage Gold + 5 Wood 1000Dwarf Cottage Gold
Creatures/Week 8 Dwarves 8 Battle Dwarves +4 Dwarf Production
Wood Elves & Grand Elves
Armed with bows, elves are the only Rampart units with a ranged attack. Grand elves takes two shots per attack.
Structure Requirements
Name Wood Elf Grand Elf
Cost 200 Gold 225 Gold
Attack 9 9
Defense 5 5
Health 15 15
Damage 3-5 3-5
Shots 24 24
Movement Ground Ground
Speed Swift (6 hexes/turn) Extra Swift (7 hexes/turn)
Structure Homestead Upgraded Homestead
Cost 1500 Gold + 10 Wood 1500 Gold + 10 Wood
Requirements Centaur Stables Homestead
Creatures/Week 7 Wood Elves 7 Grand Elves
Pegasi & Silver Pegasi
Pegasi, winged horses ridden by female elven warriors, are the flying cavalry of the Rampart army. Their appearance on the battlefield makes it more difficult for enemy spellcasters, who must pay two extra spell points per spell cast when pegasi are present.
Structure Requirements
Dendroid Guards & Soldiers
Slow and powerful dendroids bash their opponents with their wooden limbs. Those attacked by denroids are snared in tangling roots and bound in place until the dendroids move or are killed.
Name Pegasus Silver Pegasus
Cost 250 Gold 275 Gold
Attack 9 9
Defense 8 10
Health 30 30
Damage 5-9 5-9
Shots None None
Movement Flying Flying
Speed Very Swift (8 hexes/turn) Extra Quick (12 hexes/turn)
Structure Enchanted Spring Upgraded Enchanted Spring
Cost 2000 Gold + 10 Crystal 2000 Gold + 5 Crystal
Requirements Homestead Enchanted Spring
Creatures/Week 5 Pegasi 5 Silver Pegasi
Name Dendroid Guard Dendroid Soldier
Cost 350 Gold 425 Gold
Attack 9 9
Defense 12 12
Health 55 65
Damage 10-14 10-14
Shots None None
Movement Ground Ground
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Structure Structure Dendroid Arches Upgraded Dendroid Arches Dendroid Saplings Requirements CostRequirements 2500Homestead Gold Dendroid Arches1500 Gold Dendroid Arches2000 Gold Creatures/Week 3 Dendroid Guards 3 Dendroid Soldiers +2 Dendroid Production |
Speed Very Slow (3
hexes/turn) Extra Slow (4
hexes/turn)
Unicorns & War Unicorns
Unicorns and war unicorns have excellent mobility and deliver severe damage with their lancing horn attack. This attack has a 20% chance of blinding an opponent. Both unicorn units project a magic resistant aura which gives adjacent units a 20% chance to ignore the effects of hostile spells.
Structure Requirements
Name Unicorn War Unicorn
Cost 850 Gold 950 Gold
Attack 15 15
Defense 14 14
Health 90 110
Damage 18-22 18-22
Shots None None
Movement Ground Ground
Speed Extra Swift (7 hexes/turn) Ultra Swift (9 hexes/turn)
Structure Unicorn Glade Upgraded Unicorn Glade
Cost 4000 Gold +5 Wood 3000 Gold + 5 Gem
+5 Ore +10 Gem
Requirements Dendroid Arches, Enc. Spring Unicorn Glade
Creatures/Week 2 Unicorns 2 War Unicorns
Green & Gold Dragons
Green and
gold dragons deliver devastating damage in the form of poisonous or sulfurous
breath. Green dragons are immune to spells below the fourth level and gold
dragons are only affected by spells of level five.
Structure Requirements
Name Green Dragon Gold Dragon
Cost 2400 Gold + 1 Crystal 4000 Gold + 2 Crystal
Attack 18 27
Defense 18 27
Health 180 250
Damage 40-50 40-50
Shots None None
Movement Flying Flying
Speed Super Swift (10 hexes/turn) Fast (16 hexes/turn)
Structure Dragon Cliffs Upgraded Dragon Cliffs
Cost 10000 Gold +30 Ore +20 Crystal 20000 Gold +30 Ore +20 Crystal
Requirements Mage Guild Level II, Unicorn Glade Mage Guild Level III, Dragon Cliffs
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Creatures/Week 1 Green
Dragon 1 Gold
Dragon
|
Structure |
Cost |
Requirements |
Benefits |
|
Blacksmith |
Gold + 5 Wood |
Village Hall |
The Ammo Cart war machine may be purchased from the Stronghold blacksmith (see War Machines and Siege Features, pg. 126). |
|
Ballista Yard |
Gold+ 5 Wood |
Blacksmith |
This upgrade to the blacksmith allows for the purchase of the Ballista war machine (see War Machines and Siege Features, pg. 126). |
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Freelancer’s Guild |
Gold |
Marketplace |
You may trade creatures for resources at the Freelancer’s Guild. |
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Resource Silo |
Gold + 5 Ore |
Marketplace |
This upgrade to the marketplace provides 1 Wood and 1 Ore per day. |
|
Escape Tunnel |
Gold +5 Wood +5 Ore |
Fort |
This upgrade to the castle allows heroes and their armies to surrender or flee during siege battles. |
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Hall of Valhalla |
Gold |
Fort |
Visiting heroes receive a permanent +1 to their Attack skill from the Hall of Valhalla. |
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Stronghold towns are built by alliances of tribes and are frequented by the Barbarian and Battle Mage hero types. Armies composed of Stronghold-based units have a balanced mix of ranged and hand-to-hand attackers. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with attacks on other towns.
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The attack
of these giant creatures is so overwhelming it reduces their target’s ability
to mount further defenses. The attack of the behemoth reduces target defense
value by 40%. Ancient behemoth attacks reduce it by
80%.
Structure Requirements
Name Behemoth Ancient Behemoth
Cost 1500 Gold 3000 Gold + 1 Crystal
Attack 17 19
Defense 17 19
Health 160 300
Damage 30-50 30-50
Shots None None
Movement Ground Ground
Speed Swift (6 hexes/turn) Ultra Swift (9 hexes/turn)
Structure Behemoth Lair Upgraded Behemoth Lair
Cost 10000 Gold +10 Wood 15000 Gold +10 Wood +10 Ore
+10 Ore +10 Crystal +20 Crystal
Requirements Cliff Nest Behemoth Lair
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Creatures/Week 1 Behemoth 1 Ancient Behemoth
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Wizards and Alchemists study their arcane craft in Towers. Tower populations are comprised of creatures bound into service by powerful magic, made on the spot, or allied with the town through ancient pacts. Tower armies have uniformly good morale and some of the best range attack units available.
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Structure |
Cost |
Requirements |
Benefits |
|
Artifact Merchants |
10,000 Gold |
Marketplace |
Visit the artifact merchants building to trade resources for artifacts. |
|
Blacksmith |
1000 Gold + 5 Wood |
Village Hall |
The Tower blacksmith provides the Ammo Cart war machine (see War Machines and Siege Features, pg. 126). |
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Library |
1500 Gold + 5 Crystal + 5 Wood + 5 Ore + 5 Sulfur + 5 Gem + 5 Mercury |
Mage Guild Level I |
If a Library is present in the town, each level of the mage guild makes one extra spell available for heroes to learn. |
|
Lookout Tower |
1000 Gold + 5 Wood |
Fort |
When a Lookout Tower is built, the Adventure Map shroud is removed over all locations within twenty terrain tiles. |
|
Resource Silo |
5000 Gold + 5 Ore |
Marketplace |
This upgrade to the marketplace provides 1 gem per day. |
|
Wall of Knowledge |
1000 Gold + 5 Ore |
Mage Guild Level I |
This structure gives visiting heroes a permanent +1 to their Knowledge skill. This effect occurs once per hero per scenario for each Wall of Knowledge visited. |

Magi & Arch Magi
Apprentice
magi, under the mentorship of Wizards, serve as Tower troops before they become
full masters of their craft. Both mage and arch mage units suffer no damage
penalty for attacking adjacent enemies and reduce the casting cost of allied
hero spells by two. Arch mage attacks penetrate cover and deal full damage to
enemies behind siege walls.
Structure Requirements
Genies & Master Genies
Genies and master genies are Tower allies recruited from the realm of air magic. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreet. Once per turn, master genies can cast a random, beneficial spell on an allied troop.
Structure Requirements
Nagas & Naga Queens
Nagas are guardian defenders of great strength. Their multi-sword attacks always do maximum damage and are so overwhelming they are impossible to counterstrike against.
Structure Requirements
Name Mage Arch Mage
Cost 350 Gold 450 Gold
Attack 11 12
Defense 8 9
Health 25 30
Damage 7-9 7-9
Shots 24 24
Movement Ground Ground
Speed Slow (5 hexes/turn) Extra Swift (7 hexes/turn)
Structure Mage Tower Upgraded Mage Tower
Cost 2500 Gold +5 Wood +5 Ore 2000 Gold + 5 Wood
+5 Crystal +5 Gems +5 Mercury
+5 Sulfur
Requirements Mage Guild Level I, Parapet, Mage Tower, Library
Golem Factory
Creatures/Week 4 Magi 4 Arch Magi
Name Genie Master Genie
Cost 550 Gold 600 Gold
Attack 12 12
Defense 12 12
Health 40 40
Damage 13-16 13-16
Shots None None
Movement Flying Flying
Speed Extra Swift (7 hexes/turn) Quick (11 hexes/turn)
Structure Altar of Wishes Upgraded Altar of Wishes
Cost 3000 Gold +5 Wood +5 Ore 2000 Gold +5 Wood
+6 Crystal +6 Gems
Requirements Mage Tower Altar of Wishes Creatures/Week 3 Genies 3 Master Genies
Name Naga Naga Queen
Cost 1100 Gold 1600 Gold
Attack 16 16
Defense 13 13
Health 110 110
Damage 20 30
Shots None None
Movement Ground Ground
Speed Slow (5 hexes/turn) Extra Swift (7 hexes/turn)
Structure Golden Pavilion Upgraded Golden Pavilion
Cost 4000 Gold +5 Wood +5 Ore +2 3000 Gold + 3 Crystal + 3 Gems
Crystal +2 Gems +2 Mercury +2 Sulfur + 3 Mercury + 3 Sulfur
Requirements Mage Tower Golden Pavilion
Creatures/Week 2 Nagas 2 Naga Queens

These creatures are not associated with any particular town type but may be found wandering the lands of Erathia. All elementals and golems have neutral moral and immunity to poison. Some locations found on the Adventure Map may offer these creatures up for recruitment.

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Each hero may be equipped with one of each type of the four available war machines. Heroes are automatically equipped with a Catapult. The Ammo Cart, First Aid Tent, and Ballista may be purchased in towns from blacksmiths. In combat, they appear on the battlefield and may be attacked by opposing forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected by a hero’s Defense skill.
Name Ammo Cart Ballista First Aid Tent
Cost 1000 Gold 2500 Gold 750 Gold
Attack 0 10 0
Defense 5 10 0
Health 100 250 75
Damage n/a (2-3) x (Hero’s Attack Skill + 1) n/a
Speed Immobile (0 hexes/turn) Immobile (0 hexes/turn) Immobile (0 hexes/turn)
The Ammo
Cart provides all allied The Ballista targets enemy creature The First Aid Tent
regenerates 1ranged attack units with unlimited troops automatically but may be
25 points of damage for the first ammunition. aimed by a hero possessing the
creature in a troop. This effect is
Artillery skill (see Secondary Skills, applied randomly, once per round.
Description pg. 35). Ballistas are too unwieldy to Heroes with the First Aid skill (see
use in castle defense and do not Secondary Skills, pg. 35) can appear on the side of defenders dur- choose which troop is affected. ing sieges.
Section III
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Neela |
Race Attack Defense Unique Ability |
Female Genie Secondary Skills Basic Scholar, Basic Armorer Power 2 1 Knowledge 2 Neela receives a 5% per level bonus to her Armorer skill. |
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Piquedram
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Race Attack Defense Unique Ability |
Male Human 1 1 Piquedram's increases t |
Secondary Skills Basic Mysticism, Basic Scouting Power 2 Knowledge 2 he Attack and Defense skills of any Stone or Obsidian Gargoyles he commands for each level he attains after the 2nd level. |
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Josephine
|
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Mysticism, Basic Sorcery Power 2 Knowledge 2 Josephine increases the Attack and Defense skills of any Stone or Iron Golems she commands for each level she attains after the 3rd level. |
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Rissa
|
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Mysticism, Basic Offense Power 2 1 Knowledge 2 Rissa is able to produce 1 additional Mercury per day for the Kingdom she serves. |
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Thane
|
Race Attack Defense Unique Ability |
Male Genie 1 1 Thane increases the Att for each level he attains after the 5th level. |
Secondary Skills Advanced Scholar Power 2 Knowledge 2 ack and Defense skills of any Genies or Master Genies he commands |
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Torosar
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Race Attack Defense Unique Ability |
Male Human 1 1 Torosar increases the At level he attains after the 4th level. |
Secondary Skills Basic Mysticism, Basic Tactics Power 2 Knowledge 2 tack and Defense skill of any Ballista under his command for each |
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Iona
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Race Attack Defense Unique Ability |
Female Genie Secondary Skills Basic Scholar, Basic Intelligence Power 2 Knowledge 2 Iona increases the Attack and Defense skills of any Genies or Master Genies she commands for each level she attains after the 5th level. |
Fafner Race Male Genie Secondary Skills Basic Scholar, Basic Resistance
Attack 1 Power 2
Defense 1 Knowledge 2
Unique Ability Fafner increases the Attack
and Defense skills of any Nagas or Naga Queens he commands for each level he
attains after the 6th level.
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Gurnisso |
n Race Attack Defense Unique Ability |
Male Goblin 4 0 Gurnisson increases the level he attains after the 4th level. |
Secondary Skills Basic Offense, Basic Artillery Power 1 Knowledge 1 Attack and Defense skill of any Ballista under his command for each |
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Jabarkas |
Race Attack Defense Unique Ability |
Male Ogre 4 0 Jabarkas increases the A for each level he attains after the 3rd level. |
Secondary Skills Basic Offense, Basic Archery Power 1 Knowledge 1 ttack and Defense skills of any Orcs or Orc Chieftains he commands |
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Krellion |
Race Attack Defense Unique Ability |
Female Ogre 4 0 Krellion increases the A for each level she attains after the 4th level. |
Secondary Skills Basic Offense, Basic Resistance Power 1 Knowledge 1 ttack and Defense skills of any Ogres or Ogre Magi she commands |
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Shiva |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Offense, Basic Scouting Power 1 Knowledge 1 Shiva increases the Attack and Defense skills of any Rocs or Thunderbirds she commands for each level she attains after the 5th level. |
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Tyraxor |
Race Attack Defense Unique Ability |
Male Goblin 4 0 Tyraxor increases the At for each level he attains after the 2nd level. |
Secondary Skills Basic Offense, Basic Tactics Power 1 Knowledge 1 tack and Defense skills of any Wolf Riders or Raiders he commands |
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Yog |
Race Attack Defense Unique Ability |
Male Genie 4 0 Yog increases the Attac for each level he attains after the 6th level. |
Secondary Skills Basic Offense, Basic Ballistics Power 1 Knowledge 1 k and Defense skills of any Cyclopses or Cyclops Lords he commands |
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Crag Ha |
ck Race Attack Defense Unique Ability |
Male Human 4 0 Crag Hack receives a 5 |
Secondary Skills Advanced Offense Power 1 Knowledge 1 % per level bonus to his Offense skill. |
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Gretchin |
Race Attack Defense Unique Ability |
Female Goblin Secondary Skills Basic Offense, Basic Pathfinding 4 Power 1 0 Knowledge 1 Gretchin increases the Attack and Defense skills of any Goblins or Hobgoblins she commands for each level she attains after the 1st level. |
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Zubin |
Race Attack Defense Unique Ability |
Male Goblin 2 1 Zubin's proficiency with |
Secondary Skills Basic Wisdom, Basic Artillery Power 1 Knowledge 1 the Precision spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Vey |
Race Attack Defense Unique Ability |
Male Ogre 2 1 Vey increases the Attac each level he attains after the 4th level. |
Secondary Skills Basic Wisdom, Basic Leadership Power 1 Knowledge 1 k and Defense skills of any Ogres or Ogre Magi he commands for |
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Gundula |
Race Attack Defense Unique Ability |
Female Ogre 2 1 Gundula receives a 5% |
Secondary Skills Basic Wisdom, Basic Offense Power 1 Knowledge 1 per level bonus to her Offense skill. |
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Oris |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Eagle Eye Power 1 1 Knowledge 1 Oris receives a 5% per level bonus to her Eagle Eye skill. |
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Saurug |
Race Attack Defense Unique Ability |
Male Ogre 2 1 Saurug is able to produ |
Secondary Skills Basic Wisdom, Basic Resistance Power 1 Knowledge 1 ce 1 additional Gem per day for the Kingdom he serves. |
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Terek |
Race Attack Defense Unique Ability |
Male Human 2 1 Terek's proficiency with |
Secondary Skills Basic Wisdom, Basic Tactics Power 1 Knowledge 1 the Haste spell allows him to cast it with increased effect, based on his level compared to the level of the target unit.(greater bonus on weaker units) |
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Dessa |
Race Attack Defense Unique Ability |
Male Ogre 2 1 Dessa receives a 5% per |
Secondary Skills Basic Wisdom, Basic Logistics Power 1 Knowledge 1 level bonus to his Logistics skill. |
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Gird |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Sorcery 2 Power 1 1 Knowledge 1 Gird receives a 5% per level bonus to her Sorcery skill. |
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Bron |
Race Attack Defense Unique Ability |
Male Human 0 4 Bron increases the Atta |
Secondary Skills Basic Armorer, Basic Resistance Power 1 Knowledge 1 ck and Defense skills of any Basilisks or Greater Basilisks he com- mands for each level he attains after the 4th level. |
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Drakon |
Race Attack Defense Unique Ability |
Male Gnoll 0 4 Drakon increases the A |
Secondary Skills Basic Armorer, Basic Leadership Power 1 Knowledge 1 ttack and Defense skills of any Gnolls or Gnoll Marauders he com- mands for each level he attains after the 1st level. |
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Gerwulf |
Race Attack Defense Unique Ability |
Male Human 0 4 Gerwulf increases the A level he attains after the 4th level. |
Secondary Skills Basic Armorer, Basic Artillery Power 1 Knowledge 1 ttack and Defense skill of any Ballista under his command for each |
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Korbac |
Race Attack Defense Unique Ability |
Male Lizardman Secondary Skills Basic Armorer, Basic Pathfinding Power 1 Knowledge 1 Korbac increases the Attack and Defense skills of any Serpent or Dragon Flies he commands for each level he attains after the 3rd level. |
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Tazar |
Race Attack Defense Unique Ability |
Male Human 0 4 Tazar receives a 5% per |
Secondary Skills Advanced Armorer Power 1 Knowledge 1 level bonus to his Armorer skill. |
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Wystan |
Race Attack Defense Unique Ability |
Male Lizardman Secondary Skills Basic Armorer, Basic Archery Power 1 Knowledge 1 Wystan increases the Attack and Defense skills of any Lizardmen or Lizard Warriors he commands for each level he attains after the 2nd level. |
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Alkin |
Race Attack Defense Unique Ability |
Male Gnoll 0 4 Alkin increases the Atta |
Secondary Skills Basic Armorer, Basic Offense Power 1 Knowledge 1 ck and Defense skills of any Gorgons or Mighty Gorgons he com- mands for each level he attains after the 5th level. |
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Broghild |
Race Attack Defense Unique Ability |
Male Lizardman Secondary Skills Basic Armorer, Basic Scouting 0 Power 1 4 Knowledge 1 Broghild increases the Attack and Defense skills of any Wyverns or Wyvern Monarchs he commands for each level he attains after the 6th level. |
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Sanya |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Eagle Eye Power 2 0 Knowledge 2 Sanya receives a 5% per level bonus to her Eagle Eye skill. |
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Rion |
Race Attack Defense Unique Ability |
Male Human 1 0 Rion receives a 5% per |
Secondary Skills Basic Wisdom, Basic First Aid Power 2 Knowledge 2 level bonus to his First Aid skill. |
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Caitlin |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Intelligence Power 2 0 Knowledge 2 Caitlin's presence allows the Kingdom she serves to receive an additional 350 gold per day. |
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Adelaide |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Advanced Wisdom Power 2 Knowledge 2 Adelaide's proficiency with the Frost Ring spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Ingham |
Race Attack Defense Unique Ability |
Male Human 1 0 Ingham increases the A each level he attains after the 5th level. |
Secondary Skills Basic Wisdom, Basic Mysticism Power 2 Knowledge 2 ttack and Defense skills of any Monks or Zealots he commands for |
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Loynis |
Race Attack Defense Unique Ability |
Male Human 1 0 Loynis's proficiency wit |
Secondary Skills Basic Wisdom, Basic Learning Power 2 Knowledge 2 h the Prayer spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (the bonus is greater on weaker units) |
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Adela |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Diplomacy 1 Power 2 0 Knowledge 2 Adela's proficiency with the Bless spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Cuthbert |
Race Attack Defense Unique Ability |
Male Human 1 0 Cuthbert's proficiency w |
Secondary Skills Basic Wisdom, Basic Estates Power 2 Knowledge 2 ith the Weakness spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Vokial |
Race Attack Defense Unique Ability |
Male Vampire Secondary Skills Basic Necromancy, Basic Artillery 1 Power 2 2 Knowledge 1 Vokial increases the Attack and Defense skills of any Vampires or Vampire Lords he commands for each level he attains after the 4th level. |
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Straker |
Race Attack Defense Unique Ability |
Male Human 1 2 Straker increases the At |
Secondary Skills Basic Necromancy, Basic Resistance Power 2 Knowledge 1 tack and Defense skills of any Walking Dead or Zombies he com- mands for each level he attains after the 2nd level. |
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Galthran |
Race Attack Defense Unique Ability |
Male Vampire Secondary Skills Basic Necromancy, Basic Armorer 1 Power 2 2 Knowledge 1 Galthran increases the Attack and Defense skills of any Skeletons or Skeleton Warriors he commands for each level he attains after the 1st level. |
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Isra |
Race Attack Defense Unique Ability |
Female Lich 1 2 Isra receives a 5% per le |
Secondary Skills Advanced Necromancy Power 2 Knowledge 1 vel bonus to her Necromancy skill. |
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Moandor |
Race Attack Defense Unique Ability |
Male Lich 1 2 Moandor increases the |
Secondary Skills Basic Necromancy, Basic Learning Power 2 Knowledge 1 Attack and Defense skills of any Liches or Power Liches he com- mands for each level he attains after the 5th level. |
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Tamika |
Race Attack Defense Unique Ability |
Female Vampire Secondary Skills Basic Necromancy, Basic Offense 1 Power 2 2 Knowledge 1 Tamika increases the Attack and Defense skills of any Black Knights or Dread Knights she commands for each level she attains after the 6th level. |
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Charna |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Necromancy, Basic Tactics 1 Power 2 2 Knowledge 1 Charna increases the Attack and Defense skills of any Wights or Wraiths she commands for each level she attains after the 3rd level. |
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Clavius |
Race Attack Defense Unique Ability |
Male Human 1 2 Clavius's presence allow |
Secondary Skills Basic Necromancy, Basic Offense Power 2 Knowledge 1 s the Kingdom he serves to receive an additional 350 gold per day. |
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Octavia |
Race Attack Defense Unique Ability |
Female Efreet Secondary Skills Basic Scholar, Basic Offense Power 1 2 Knowledge 1 Octavia's presence allows the Kingdom she serves to receive an additional 350 gold per day. |
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Pyre |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Logistics, Basic Artillery Power 1 Knowledge 1 Pyre increases the Attack and Defense skill of any Ballista under her command for each level she attains after the 4th level. |
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Fiona |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Advance Scouting Power 1 Knowledge 1 Fiona increases the Attack and Defense skills of any Hell Hounds or Cerberi she commands for each level she attains after the 3rd level. |
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Ignatius |
Race Attack Defense Unique Ability |
Male Human 2 2 Ignatius increases the A each level he attains after the 1st level. |
Secondary Skills Basic Tactics, Basic Resistance Power 1 Knowledge 1 ttack and Defense skills of any Imps or Familiars he commands for |
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Marius |
Race Attack Defense Unique Ability |
Female Demon Secondary Skills Advanced Armorer Power 1 Knowledge 1 Marius increases the Attack and Defense skills of any Demons or Horned Demons she commands for each level she attains after the 4th level. |
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Nymus |
Race Attack Defense Unique Ability |
Female Demon Secondary Skills Advanced Offense Power 1 Knowledge 1 Nymus increases the Attack and Defense skills of any Pit Fiends or Lords she commands for each level she attains after the 5th level. |
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Rashka |
Race Attack Defense Unique Ability |
Male Efreet 2 2 Rashka increases the At for each level he attains after the 6th level. |
Secondary Skills Basic Scholar, Basic Wisdom Power 1 Knowledge 1 tack and Defense skills of any Efreet or Efreet Sultans he commands |
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Calh |
Race Attack Defense Unique Ability |
Male Demon 2 2 Calh increases the Atta level he attains after the 2nd level. |
Secondary Skills Basic Archery, Basic Scouting Power 1 Knowledge 1 ck and Defense skills of any Gogs or Magogs he commands for each |
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Uland |
Race Attack Defense Unique Ability |
Male Dwarf 0 2 Uland's proficiency with |
Secondary Skills Advanced Wisdom, Basic Ballistics Power 1 Knowledge 2 the Cure spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Coronius |
Race Attack Defense Unique Ability |
Male Human 0 2 Coronius's proficiency |
Secondary Skills Basic Wisdom, Basic Scholar Power 1 Knowledge 2 with the Slayer spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Elleshar |
Race Attack Defense Unique Ability |
Male Elf 0 2 Elleshar receives a 5% |
Secondary Skills Basic Wisdom, Basic Intelligence Power 1 Knowledge 2 per level bonus to his Intelligence skill. |
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Gem |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic First Aid Power 1 2 Knowledge 2 Gem receives a 5% per level bonus to her First Aid skill. |
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Malcom |
Race Attack Defense Unique Ability |
Male Dwarf 0 2 Malcom receives a 5% |
Secondary Skills Basic Wisdom, Basic Eagle Eye Power 1 Knowledge 2 per level bonus to his Eagle Eye skill. |
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Melodia |
Race Attack Defense Unique Ability |
Female Elf 0 2 Melodia's proficiency wi |
Secondary Skills Basic Wisdom, Basic Luck Power 1 Knowledge 2 th the Fortune spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Aeris |
Race Attack Defense Unique Ability |
Male Elf 0 2 Aeris increases the Atta each level he attains after the 4th level. |
Secondary Skills Basic Wisdom, Basic Scouting Power 1 Knowledge 2 ck and Defense skills of any Pegasi or Silver Pegasi he commands for |
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Alagar |
Race Attack Defense Unique Ability |
Male Human 0 2 Alagar's proficiency wit |
Secondary Skills Basic Wisdom, Basic Sorcery Power 1 Knowledge 2 h the Ice Bolt spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Zydar |
Race Attack Defense Unique Ability |
Male Efreet 1 1 Zydar receives a 5% per |
Secondary Skills Basic Wisdom, Basic Sorcery Power 2 Knowledge 1 level bonus to his Sorcery skill. |
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Xarfax |
Race Attack Defense Unique Ability |
Male Human 1 1 Xarfax's proficiency wit |
Secondary Skills Basic Wisdom, Basic Leadership Power 2 Knowledge 1 h the Fireball spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Ayden |
Race Attack Defense Unique Ability |
Male Human 1 1 Ayden receives a 5% pe |
Secondary Skills Basic Wisdom, Basic Intelligence Power 2 Knowledge 1 r level bonus to his Intelligence skill. |
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Calid |
Race Attack Defense Unique Ability |
Female Demon Secondary Skills Basic Wisdom, Basic Learning Power 2 1 Knowledge 1 Calid is able to produce 1 additional Sulfur per day for the Kingdom she serves. |
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Olema |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Ballistics Power 2 Knowledge 1 Olema's proficiency with the Weakness spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Xyron |
Race Attack Defense Unique Ability |
Male Efreet 1 1 Xyron's proficiency with |
Secondary Skills Basic Wisdom, Basic Scholar Power 2 Knowledge 1 the Inferno spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Ash |
Race Attack Defense Unique Ability |
Female Demon Secondary Skills Basic Wisdom, Basic Eagle Eye 1 Power 2 1 Knowledge 1 Ash's proficiency with the Bloodlust spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Axsis |
Race Attack Defense Unique Ability |
Male Demon 1 1 Axsis receives a 5% per |
Secondary Skills Basic Wisdom, Basic Mysticism Power 2 Knowledge 1 level bonus to his Mysticism skill. |
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Sylvia |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Leadership, Basic Navigation Power 1 2 Knowledge 1 Sylvia receives a 5% per level bonus to her Navigation skill. |
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Lord Ha |
art Race Attack Defense Unique Ability |
Male Human 2 2 Lord Haart receives a 5 |
Secondary Skills Basic Leadership, Basic Estates Power 1 Knowledge 1 % per level bonus to his Estates skill. |
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Valeska |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Leadership, Basic Archery Power 1 Knowledge 1 Valeska increases the Attack and Defense skills of any Archers or Marksmen she commands for each level she attains after the 2nd level. |
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Christian |
Race Attack Defense Unique Ability |
Male Human 2 2 Christian increases the level he attains after the 4th level. |
Secondary Skills Basic Leadership, Basic Artillery Power 1 Knowledge 1 Attack and Defense skill of any Ballista under his command for each |
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Sorsha |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Leadership, Basic Offense Power 1 Knowledge 1 Sorsha increases the Attack and Defense skills of any Swordsmen or Crusaders she commands for each level she attains after the 4th level. |
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Tyris |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Leadership, Basic Tactics Power 1 Knowledge 1 Tyris increases the Attack and Defense skills of any Cavaliers or Champions she commands for each level she attains after the 6th level. |
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Edric |
Race Attack Defense Unique Ability |
Male Human 2 2 Edric increases the Atta for each level he attains after the 3rd level. |
Secondary Skills Basic Leadership, Basic Armorer Power 1 Knowledge 1 ck and Defense skills of any Griffins or Royal Griffins he commands |
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Orrin |
Race Attack Defense Unique Ability |
Male Human 2 2 Orrin receives a 5% per |
Secondary Skills Basic Leadership, Basic Archery Power 1 Knowledge 1 level bonus to his Archery skill. |
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Sandro |
Race Attack Defense Unique Ability |
Male Lich 1 0 Sandro receives a 5% p |
Secondary Skills Basic Necromancy, Basic Sorcery Power 2 Knowledge 2 er level bonus to his Sorcery skill. |
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Septienn |
a Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Necromancy, Basic Scholar Power 2 Knowledge 2 Septienna's proficiency with the Death Ripple spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Nimbus |
Race Attack Defense Unique Ability |
Male Human 1 0 Nimbus receives a 5% p |
Secondary Skills Basic Necromancy, Basic Eagle Eye Power 2 Knowledge 2 er level bonus to his Eagle Eye skill. |
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Thant |
Race Attack Defense Unique Ability |
Male Vampire Secondary Skills Basic Necromancy, Basic Mysticism Power 2 Knowledge 2 Thant's proficiency with the Animate Dead spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Vidomina |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Advanced Necromancy Power 2 0 Knowledge 2 Vidomina receives a 5% per level bonus to her Necromancy skill. |
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Xsi |
Race Attack Defense Unique Ability |
Female Lich 1 0 Xsi's proficiency with th |
Secondary Skills Basic Necromancy, Basic Learning Power 2 Knowledge 2 e Stone Skin spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Aislinn |
Race Attack Defense Unique Ability |
Female Vampire Secondary Skills Basic Necromancy, Basic Wisdom 1 Power 2 0 Knowledge 2 Aislinn's proficiency with the Meteor Shower spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Nagash |
Race Attack Defense Unique Ability |
Male Lich 1 0 Nagash's presence allow |
Secondary Skills Basic Necromancy, Basic Intelligence Power 2 Knowledge 2 s the Kingdom he serves to receive an additional 350 gold per day. |
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Damacon |
Race Attack Defense Unique Ability |
Male Troglodyte Secondary Skills Advanced Offense Power 1 2 Knowledge 1 Damacon's presence allows the Kingdom he serves to receive an additional 350 gold per day. |
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Gunnar |
Race Attack Defense Unique Ability |
Male Minotaur Secondary Skills Basic Tactics, Basic Logistics Power 1 2 Knowledge 1 Gunnar receives a 5% per level bonus to his Logistics skill. |
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Dace |
Race Attack Defense Unique Ability |
Male Minotaur Secondary Skills Basic Tactics, Basic Offense Power 1 Knowledge 1 Dace increases the Attack and Defense skills of any Minotaurs or Minotaur Kings he commands for each level he attains after the 5th level. |
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Lorelei |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Leadership, Basic Scouting Power 1 Knowledge 1 Lorelei increases the Attack and Defense skills of any Harpies or Harpy Hags she commands for each level she attains after the 2nd level. |
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Shakti |
Race Attack Defense Unique Ability |
Male Troglodyte Secondary Skills Basic Offense, Basic Tactics Power 1 Knowledge 1 Shakti increases the Attack and Defense skills of any Troglodytes or Infernal Troglodytes he commands for each level he attains after the 1st level. |
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Synca |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Leadership, Basic Scholar Power 1 Knowledge 1 Synca increases the Attack and Defense skills of any Manticores or Scorpicores she commands for each level she attains after the 6th level. |
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Ajit |
Race Attack Defense Unique Ability |
Male Human 2 2 Ajit increases the Attac each level he attains after the 1st level. |
Secondary Skills Basic Leadership, Basic Resistance Power 1 Knowledge 1 k and Defense skills of any Beholders or Evil Eyes he commands for |
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Arlach |
Race Attack Defense Unique Ability |
Male Troglodyte Secondary Skills Basic Offense, Basic Artillery 2 Power 1 2 Knowledge 1 Arlach increases the Attack and Defense skill of any Ballista under his command for each level he attains after the 4th level. |
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Ufretin |
Race Attack Defense Unique Ability |
Male Dwarf 1 3 Ufretin increases the At |
Secondary Skills Basic Resistance, Basic Luck Power 1 Knowledge 1 tack and Defense skills of any Dwarves of Battle Dwarves he com- mands for each level he attains after the 2nd level. |
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Thorgrim |
Race Attack Defense Unique Ability |
Male Dwarf 1 3 Thorgrim receives a 5% |
Secondary Skills Advanced Magic Resistance Power 1 Knowledge 1 per level bonus to his Resistance skill. |
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Jenova |
Race Attack Defense Unique Ability |
Female Elf 1 3 Jenova's presence allows |
Secondary Skills Advanced Archery Power 1 Knowledge 1 the Kingdom she serves to receive an additional 350 gold per day. |
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Kyrre |
Race Attack Defense Unique Ability |
Female Elf 1 3 Kyrre receives a 5% per |
Secondary Skills Basic Archery, Basic Logistics Power 1 Knowledge 1 level bonus to her Logistics skill. |
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Mephala |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Leadership, Basic Armorer Power 1 3 Knowledge 1 Mephala receives a 5% per level bonus to her Armorer skill. |
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Ryland |
Race Attack Defense Unique Ability |
Male Human 1 3 Ryland increases the At |
Secondary Skills Basic Leadership, Basic Diplomacy Power 1 Knowledge 1 tack and Defense skills of any Dendroid Guards or Soldiers he com- mands for each level he attains after the 5th level. |
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Clancy |
Race Attack Defense Unique Ability |
Male Dwarf 1 3 Clancy increases the At |
Secondary Skills Basic Resistance, Basic Pathfinding Power 1 Knowledge 1 tack and Defense skills of any Unicorns or War Unicorns he com- mands for each level he attains after the 6th level. |
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Ivor |
Race Attack Defense Unique Ability |
Male Elf 1 3 Ivor increases the Attac for each level he attains after the 3rd level. |
Secondary Skills Basic Archery, Basic Offense Power 1 Knowledge 1 k and Defense skills of any Wood Elves or Grand Elves he commands |
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Sephinr |
oth Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Intelligence Power 3 0 Knowledge 2 Sephinroth is able to produce 1 additional Crystal per day for the Kingdom she serves. |
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Malekith |
Race Attack Defense Unique Ability |
Male Minotaur Secondary Skills Basic Wisdom, Basic Sorcery Power 3 0 Knowledge 2 Malekith receives a 5% per level bonus to his Sorcery skill. |
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Deemer |
Race Attack Defense Unique Ability |
Male Minotaur Secondary Skills Basic Wisdom, Advanced Scouting Power 3 Knowledge 2 Deemer's proficiency with the Meteor Shower spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Geon |
Race Attack Defense Unique Ability |
Male Troglodyte Secondary Skills Basic Wisdom, Basic Eagle Eye Power 3 0 Knowledge 2 Geon receives a 5% per level bonus to his Eagle Eye skill. |
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Jaegar |
Race Attack Defense Unique Ability |
Male Troglodyte Secondary Skills Basic Wisdom, Basic Mysticism Power 3 0 Knowledge 2 Jaegar receives a 5% per level bonus to his Mysticism skill. |
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Jeddite |
Race Attack Defense Unique Ability |
Male Human 0 0 Jeddite's proficiency wit |
Secondary Skills Advanced Wisdom Power 3 Knowledge 2 h the Resurrection spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Alamar |
Race Attack Defense Unique Ability |
Male Human 0 0 Alamar's proficiency wit |
Secondary Skills Basic Wisdom, Basic Scholar Power 3 Knowledge 2 h the Resurrection spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Darkstor |
n Race Attack Defense Unique Ability |
Male Minotaur Secondary Skills Basic Wisdom, Basic Learning 0 Power 3 0 Knowledge 2 Darkstorn's proficiency with the Stone Skin spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Mirlanda |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Advanced Wisdom 0 Power 2 1 Knowledge 2 Mirlanda's proficiency with the Weakness spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Rosic |
Race Attack Defense Unique Ability |
Female Gnoll Secondary Skills Basic Wisdom, Basic Mysticism Power 2 1 Knowledge 2 Rosic receives a 5% per level bonus to her Mysticism skill. |
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Styg |
Race Attack Defense Unique Ability |
Female Lizardwoman Secondary Skills Basic Wisdom, Basic Sorcery Power 2 1 Knowledge 2 Styg receives a 5% per level bonus to her Sorcery skill. |
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Tiva |
Race Attack Defense Unique Ability |
Female Gnoll Secondary Skills Basic Wisdom, Basic Eagle Eye Power 2 1 Knowledge 2 Tiva receives a 5% per level bonus to her Eagle Eye skill. |
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Verdish |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic First Aid Power 2 1 Knowledge 2 Verdish receives a 5% per level bonus to her First Aid skill. |
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Voy |
Race Attack Defense Unique Ability |
Female Lizardwoman Secondary Skills Basic Wisdom, Basic Navigation Power 2 1 Knowledge 2 Voy receives a 5% per level bonus to her Navigation skill. |
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Andra |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Intelligence 0 Power 2 1 Knowledge 2 Andra receives a 5% per level bonus to her Intelligence skill. |
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Merist |
Race Attack Defense Unique Ability |
Female Gnoll Secondary Skills Basic Wisdom, Basic Learning 0 Power 2 1 Knowledge 2 Merist's proficiency with the Stone Skin spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Cyra |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Diplomacy Power 2 Knowledge 3 Cyra's proficiency with the Haste spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. (greater bonus on weaker units) |
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Daremyt |
h Race Attack Defense Unique Ability |
Female Genie Secondary Skills Basic Wisdom, Basic Intelligence Power 2 Knowledge 3 Daremyth's proficiency with the Fortune spell allows her to cast it with increased effect, based on her level compared to the level of the target unit. |
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Halon |
Race Attack Defense Unique Ability |
Male Genie 0 0 Halon receives a 5% pe |
Secondary Skills Basic Wisdom, Basic Mysticism Power 2 Knowledge 3 r level bonus to his Mysticism skill. |
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Serena |
Race Attack Defense Unique Ability |
Female Human Secondary Skills Basic Wisdom, Basic Eagle Eye Power 2 0 Knowledge 3 Serena receives a 5% per level bonus to her Eagle Eye skill. |
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Solmyr |
Race Attack Defense Unique Ability |
Male Genie 0 0 Solmyr's proficiency wit |
Secondary Skills Basic Wisdom, Basic Sorcery Power 2 Knowledge 3 h the Chain Lightning spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. |
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Theodor |
us Race Attack Defense Unique Ability |
Male Human 0 0 Theodorus increases the for each level he attains after the 4th level. |
Secondary Skills Basic Wisdom, Basic Ballistics Power 2 Knowledge 3 Attack and Defense skills of any Magi or Arch Magi he commands |
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Aine |
Race Attack Defense Unique Ability |
Female Genie Secondary Skills Basic Wisdom, Basic Scholar 0 Power 2 0 Knowledge 3 Aine's presence allows the Kingdom she serves to receive an additional 350 gold per day. |
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Astral |
Race Attack Defense Unique Ability |
Male Human 0 0 Astral's proficiency with |
Secondary Skills Advanced Wisdom Power 2 Knowledge 3 the Hypnotize spell allows him to cast it with increased effect, based on his level compared to the level of the target unit. (greater bonus on weaker units) |
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Section IV
H – Selects next hero
M – Moves current hero
K – Kingdom Overview
U – Toggles map elevation
C – Cast spell
Z – Puts current hero to sleep
W – Wakens current hero
Q – Quest Log
E – End turn
A – Adventure Options
V – View World
P – Puzzle Map
D – Dig
I – View Scenario Info
O – System Options
M – Main Menu
L – Load Game
R – Restart Scenario S – Save Game
Q – Quit to Desktop
Esc – Return to Game
Arrow Keys – Moves current hero
Ctrl + Arrow Keys – Scrolls Adventure Map
Return – Centers current hero or town on Adventure Map
Tab – Send a chat message
(multiplayer game) Esc - Quit
A – Automatic combat on/off
D – Defend
W – Wait
C – Cast spell
R – Retreat
S – Surrender
O – Combat Options
T – View troop
F5 – Toggles creature pop-up types
F6 – Toggles hex grid display
F7 – Toggles mouse shadow display
F8 – Toggles movement shadow display
Up/Down Arrow Keys –
Scrolls combat messages
Space – Selects next creature
S – Start combat during Tactics phase
Up Arrow – Previous town
Down Arrow – Next town
Space – Switches visiting/ garrison heroes
Left/Right Arrows – Turns pages
Up/Down Arrows – Move through bookmarks
A – Displays adventure spells C – Combat spells
U –Upgrade creature
D – Dismiss creature
F1 – Help
F4 – Toggles window/full screen display
Esc – Cancel, Exit, or No
Return – Okay, Accept, or Yes
Appendices
What is Mplayer.com?
Mplayer.com is the #1 multiplayer game service on the Internet. Playing the Heroes III game on Mplayer.com means that a player in a remote location can challenge other players in remote locations, and they’ll play in real time--like they’re all sitting in the same room. Mplayer.com offers hundreds of innovative features, including real-time voice--chat that lets you verbally taunt your opponents and praise your teammates. When you sign up for Mplayer.com you're joining a friendly online community where you can participate in regular tournaments, contests, and special events.
Mplayer.com is FREE--there are no charges or monthly fees to play the Heroes III game on Mplayer.com.
So how do I get started?
Installing Mplayer.com is simple. Just follow these easy steps and you’re on your way to the excitement of online multiplayer gaming!
1. There are several ways to install Mplayer.com from the Heroes III game:
• From the game CD-ROM Autorun Menuselect the More option
• From the Windows 95 Start Menu select Heroes III and the Online Services option
• From Multiplayer Game Type Menuselect the Online Services button
• From the Heroes III folder click on the Online Services option
2. Each of these ways will bring up the Multiplayer Online Services menu with the Mplayer.com button,which will:
• Check for Mplayer.com -- if you don’t have it, we’ll install everything you need! Just follow the easyinstall instructions at the prompts. During the process, you’ll set up an Mplayer.com account and select your Mplayer.com member name and password.
3. After installing Mplayer.com, your Web browser will launch and connect you to the Mplayer.com gamepage:
• Make sure your game CD-ROM is in the disk drive.
• Now click on ‘Play Now’ to log onto Mplayer.com and head to the Lobby of your game.
• Before entering the game’s Lobby, we’ll automatically download any additional files you might needto make the game playable on Mplayer.com.
4. Now you are in your game’s Lobby on Mplayer.com.
• Chat with other players by typing your message and pressing Enter.
• To enter a Game Room, double-click on a green Room icon.
• If you want to create a new Game Room, click on the Create Room button.
5. Almost there!
• If you enter an existing Game Room, Click on the ‘Ready to Play?’ button, or,• If you create a Room, wait for players, then click on the ‘Launch Game’ button.
6. Have fun playing on Mplayer.com!
Mplayer.com has a staff of highly trained Technical Support representatives waiting to answer any questions or solve any problems you can throw at ‘em. If you're having trouble installing Mplayer.com, contact a Technical Support representative by emailing support@mplayer.com or by calling (650) 429-3100 between the hours of 3 p.m. and 10 p.m. (PST), seven days a week.
For more information about Mplayer.com visit our Web site at www.mplayer.com.
You need the following PC configuration to install our software and play games on Mplayer.com:
System Requirements:
• Windows 95
• Pentium processor
• 8MB RAM (16MB recommended)
• 14.4 KBPS or faster modem (28.8 KBPS or higher recommended)
• Internet access*
• Web browser
* AOL, CompuServe, and Prodigy do not yet support adequate TCP/IP connections for FAST gameplay. Low latency games, including turn-based or role playing games, however, can be played.
Appendices
1.There are several ways to install HEAT from the Heroes III game:
• From the game CD-ROM Autorun Menuselect the More option
• From the Windows 95 Start Menuselect Heroes III and the Online Services option
• From the Multiplayer Game Type Menuselect the Online Services button
• From the Heroes III folder click on the Online Services option
Each of these ways will bring up the Online Services menu with the HEAT button, which will install
HEAT.
2.For FREE gameplay on HEAT.net, you may use the HEAT button on the Online Services menu or, from your Java enables Internet browser, go to http://www.heat.net.If you aren’t already a HEAT member, register your account information. Note, that if you already installed the HEAT software from your Heroes of Might and Magic III CD-ROM, you will not need to download the software. (HEAT updates are automatic.)
3. Log in by entering your user name and password.
4. Choose the Heroes III game from the list of games
5. Click the “Play Now” button on the web page to get to the Heroes of Might and Magic III lobbyarea.
6. From the HEAT Heroes III game lobby, you may choose to create a new “room” or join an existing room. If you decide to create a room you will be the moderator, who controls the game setting options. As the moderator you can start a game at anytime by clicking the Launch button.
Note: for users with less than 48MB of RAM: Go to the Options Menu of the HEAT.net Katalyst, click on the General tab, and check the box labeled Kill Browser When Game Starts.
Problem: The CD is in the CD-ROM drive, but the computer is not recognizing it.
Answers: The CD may be dirty or scratched.
Solutions:
1. Make sure you have the ‘Game’ CD in the CD-ROM drive.
2. Make sure the data side of the CD (shiny side) is not dirty or scratched. If it is dirty, take a lintfree non-abrasive cloth and wipe gently to clean it (always wipe radially, from the inside of the disk to the outside edges). If the data side of the CD appears scratched, please call Customer Support for information on our exchange policy.
Problem: The computer freezes during install and an error message is displayed.
Answers: Your computer may be using an older 16-bit CD-ROM driver; there may not be enough space on your hard drive for temporary files to expand; the CD-ROM drive might be having problems with how it buffers information.
To check and see if your computer is using an older 16-bit CD-ROM driver:
1. Right-click on the My Computer icon and select ‘Properties’.
2. Click on the ‘Performance’ tab.
3. In the ‘Performance status’ box, if the File System line says “Some drivers are using MS-DOScompatibility, you are using a 16-bit CD-ROM driver. Solutions:
1. For 16-bit CD-ROM drivers: Contact the manufacturer of your CD-ROM drive or the manufacturerof your computer for an updated 32-bit CD-ROM driver.
2. For 32-bit CD-ROM drivers:
• Close all unnecessary programs running in the Background: Press the CTRL+ALT+DEL keysat the same time, select a program, and press the End Task button. Repeat until all programs except the ‘Explorer’ and ‘Systray’ programs are closed.
• Empty the Recycle Bin and delete all files in your C:\Windows\Temp folder.
3. Turn off read-ahead on the CD-ROM drive:
1. Right-click on the My Computer icon and select ‘Properties’.
2. Click on the ‘Performance’ tab.
3. Click on the ‘File System’ button.
4. Choose the ‘CD-ROM’ tab at the top
5. Change the ‘Optimize access pattern for’ field to ‘No read-ahead’
6. Click on Apply, then OK and finally click Close (you will be prompted to restart your system).
You can restore the setting back to normal after the game is installed successfully.
Problem: After launching the game from the Start menu or Desktop icon, you get a blank screen, a black box surrounding the mouse cursor, blurring or choppy graphics, vertical lines on the screen, choppy sound, or no sound.
Answer: There is probably a conflict between your video or sound card and Microsoft’s DirectX.
Solution:
1. Put the ‘Install’ CD in the CD-ROM drive.
2. Press the Start button on the Windows 95 task bar and select ‘Find’, and then ‘Files or Folders..’.
3. Type ‘dxsetup.exe’ in the ‘Named:’ box and select your CD-ROM drive under ‘Look in’.
4. Select the ‘Find Now’ button.
5. Double click on the ‘dxsetup.exe’ file when the search is done. You will see the DirectX™ Setupwindow. All components should be version 4.05.x or greater, except for ‘Old Direct Play’, which may have a lower number. If not all of the drivers are 4.05.x or greater:
6. Select the ‘Reinstall DirectX’ button. At this point, DirectX may prompt you for informationabout your video and/or audio drivers. Follow the recommendations and restart the computer as prompted.
For Windows 98 users:
1. Press the Start button on the Windows 98 task bar and select ‘Help’
2. Select the Search tab, type ‘DirectX Troubleshooter’ in the text box, and then press the List Topicsbutton. Select ‘DirectX Troubleshooter’ in the Topics window, click the Display Button, and then follow the instructions to troubleshoot your DirectX issue.
Video and Sound card manufacturers regularly update their software drivers to enhance performance and stability, and to improve compatibility with DirectX. You can find links to many of these manufacturers’ sites by going to the Driver Updates section of our support web site, which is located at http://www.3do.com/support.
You may obtain a list of Microsoft-certified video and audio drivers for your hardware by going to http://www.microsoft.com/hwtest/hcl/. Drivers listed here are confirmed to be compatibility with Windows 95, Windows 98 and Windows NT4.0.
Microsoft updates DirectX and its components regularly and posts them for download off of their web site at http://www.microsoft.com/DirectX.
Problem: After launching the game from the Start menu or the desktop icon, your machine locks up, or flashes and returns to the desktop.
Answer: There may be a conflict with the game and another program running in memory.
Solution:
1. Before starting the game, press CTRL-ALT-DEL , this will bring up a list of everything runningin memory.
2. The only programs that need to be running (to run Windows) are Explorer and Systray
3. Highlight the other programs (one at a time) and select "End Task".
4. Repeat step 1 and 3 for each of the other programs.
5. Once you are down to the last two programs (Explorer and Systray), try running the program again.For Windows 98 users:
1. Go to your Start menu and then Run.
2. In the run line type: msconfig (This will bring up you System Configuration Utility)
3. Select the "Startup" tab, and turn all of the check boxes off.
4. Press "OK" and then restart your machine.
5. Once
your machine has restarted try running the program again.
Visit www.3do.com/support for late-breaking news and information, answers to Frequently Asked Questions (FAQ’s), links to hardware manufacturers’ web sites, and the latest product updates.
If you want to ask a specific technical question, you can use the online email form available at our web site.
Call (650) 261-3454, Monday through Friday, 9:00am - 12:00 noon and 2:00pm - 5:00pm, Pacific Time.
Customer Support
The 3DO Company
600 Galveston Drive
Redwood City, CA 94063
However you choose to contact us, please provide us with the following information: Computer OS type, amount of RAM, and CPU type (this information is available by right-clicking the My Computer icon, selecting ‘Properties’, and then clicking the ‘General’ tab), as well as your hard drive size and available free space (right-click on your hard drive icon).
3DO Direct Sales - (800) 336-3506
World Wide Web - http://www.3do.com
Customer Support general e-mail address: customer-support@3do.com
Advanced..........................................................................................35 Adventure Map.................................................................................13 Adventure Map Cursors ....................................................................19 Adventure Map View.........................................................................14 Adventure Options ...........................................................................20 Adventure Spell................................................................................56 Air Magic.........................................................................................64 Alchemists ...............................................................................25, 118 Animation Speed Options.................................................................48 Army Formation...............................................................................30 Arraying Forces ................................................................................41 Arrow Tower.....................................................................................46 Artifact Merchant.............................................................................53 Artifacts...........................................................................................18 Auto Combat Options ......................................................................48 Barbarian.........................................................................................25 Basic................................................................................................35 Battle Mage..............................................................................25, 120 Beastmasters ............................................................................24, 121 Boats ...............................................................................................16 Border Guards..................................................................................18 Cast Spell.........................................................................................20 Castle...............................................................................................52 Castle Buildings................................................................................84 Castle Creatures................................................................................85 Clerics......................................................................................24, 122 Combat............................................................................................40 Combat Screen.................................................................................41 Combat Screen Cursors ....................................................................47 Combat Spell ...................................................................................56 Combining Two Troops .....................................................................29 Control Buttons ...............................................................................20 Counterattacks .................................................................................43 Creature Dwellings......................................................................18, 52 Creature Information........................................................................28 Creature Information Rollover Options..............................................48 Creature Reference............................................................................81 Credits...............................................................................................8 Customer Support..........................................................................141 Damage Calculation..........................................................................43 Death Knights..........................................................................25, 123 Defend.............................................................................................43 Demoniacs .......................................................................................24 Dig ..................................................................................................21 Diplomacy........................................................................................18 Direct Connection Game ..................................................................62 Disk Options....................................................................................22 Dismiss Hero....................................................................................30 Dismissing a Troop ...........................................................................29 Drawbridge.......................................................................................46 Druids..............................................................................................25 Dungeon Buildings...........................................................................88 Dungeon Creatures...........................................................................89 Earth Magic.....................................................................................68 Elementals .....................................................................................116 Elevation Toggle ...............................................................................20 Ending Combat................................................................................45 Enemy Towns...................................................................................17 Experience........................................................................................27 Expert..............................................................................................35 Fire Magic........................................................................................72 Formations.................................................................................30, 41 Fortress Buildings.............................................................................92 Fortress Creatures.............................................................................93 Freelancer’s Guild.............................................................................53 Garrison...........................................................................................54 Garrisoned Heroes......................................................................23, 58 Gates ...............................................................................................18 Grail..........................................................................................18, 21 Grid.................................................................................................41 Hall .................................................................................................50 Hand-To-Hand Attack ......................................................................42 Heat.Net........................................................................................137 Heretics ...................................................................................24, 126 Hero Army.......................................................................................28 Hero Inventory.................................................................................31 Hero Screen...............................................................................23, 26 Hero Selector Buttons......................................................................15 Hero Types.......................................................................................23 Heroes .............................................................................................14 Heroes In Combat............................................................................45 Hexes...............................................................................................41 High Score.........................................................................................8 Hosting A Game ..............................................................................61 Hotseat Games.................................................................................60 Individual Hero Information .............................................................58 Individual Heroes............................................................................118 Individual Town Information.............................................................58 Inferno Buildings..............................................................................96 Inferno Creatures..............................................................................97 Joining A Game................................................................................61 Keyboard Shortcuts.........................................................................134 Kingdom Overview.....................................................................20, 57 Kingdom Resources...........................................................................53 Knights....................................................................................24, 127 Level Advancement...........................................................................33 Lighthouse .......................................................................................84 Load Game..................................................................................8, 22 Loose Resources................................................................................17 Luck..........................................................................................27, 44 Mage Guild......................................................................................52 Magic System...................................................................................55 Main Menu..................................................................................8, 22 Marketplace......................................................................................53 Moat................................................................................................46
Modem Game...................................................................................62 Morale .......................................................................................27, 44 Move Hero.......................................................................................20 Move Stack......................................................................................29 Movement Allowance........................................................................15 Movement Cursors............................................................................19 Moving Your Hero............................................................................15 Mplayer Customer Support .............................................................136 Mplayer.Com..................................................................................135
Multiplayer...................................................................................8, 59 Music And Effect Volume.................................................................22 Music Type.......................................................................................22 Native Terrain...................................................................................45 Necromancers ..........................................................................25, 129 Necropolis Buildings.......................................................................100 Necropolis Creatures.......................................................................101 Network Game.................................................................................61 Network Game Setup .......................................................................61 Neutral Creatures ...........................................................................116 New Game.........................................................................................8 Obelisks.....................................................................................18, 21 Overlords.................................................................................24, 128 Primary Skills.............................................................................27, 33 Quest Log..................................................................................20, 30 Rampart Buildings..........................................................................104 Rampart Creatures..........................................................................105 Ranged Attack..................................................................................42 Rangers....................................................................................25, 130 Recruit Heroes..................................................................................51 Replay Opponent Turn......................................................................21 Resource Bar....................................................................................22 Resource Mines.................................................................................17 Retreat.............................................................................................45 Rollover Text Bar........................................................................14, 22 Rumors ............................................................................................51 Save Game.......................................................................................22 Schools Of Magic.............................................................................55 Secondary Skills.........................................................................27, 35 Selection Cursors..............................................................................19 Sell Artifact......................................................................................53 Sell Creature....................................................................................53 Ship-To-Ship Combat.......................................................................47 Shipyard ..........................................................................................84 Siege Combat...................................................................................46 Skill Advancement............................................................................33 Skills ...............................................................................................33 Sleep/Awake Hero ............................................................................20 Sound Options.................................................................................22 Special Attack..................................................................................43 Specialty ..........................................................................................27 Spell Book.....................................................................31, 52, 55, 56 Spell Cost ........................................................................................55 Spell Points................................................................................27, 55 Spell Reference.................................................................................63 Splitting A Stack .............................................................................29 Spread Formation.............................................................................30 Starting A Single Scenario .................................................................9 Stronghold Buildings......................................................................108 Stronghold Creatures......................................................................109 Subterranean Level...........................................................................16 Surrender.........................................................................................45 Switch the Positions of Two Troop .....................................................30 Table Of Contents ..............................................................................2 Tactics Advantage .............................................................................42 Tactics Formation.......................................................................30, 42 Tavern..............................................................................................51 TCP/IP Host ...................................................................................62 Terrain Movement Costs ...................................................................16 Thieves Guild...................................................................................51 Tower Buildings..............................................................................112 Tower Creatures..............................................................................113 Town And Creature Reference............................................................81 Town Benefits...................................................................................17 Town Building Reference...................................................................81 Town Garrison..................................................................................54 Town Screen.....................................................................................49 Towns ........................................................................................17, 49 Trade With Allies ..............................................................................53 Trading Items Between Heroes ..........................................................32 Trading Troops..................................................................................32 Treasure Chests.................................................................................18 Troubleshooting..............................................................................138 Tutorial ..............................................................................................8 Upgrading Creatures.........................................................................54 View Hex Grid Options.....................................................................48 View Puzzle ......................................................................................21 View Scenario Information................................................................21 View World.......................................................................................21 Visiting Hero....................................................................................58 Wait.................................................................................................43 Wall .................................................................................................46 Wandering Creatures.........................................................................18 War Machine....................................................................................31 Warlocks....................................................................................24,131 Water Magic.....................................................................................76 Witches....................................................................................24, 132 Wizards....................................................................................25, 133 Your Towns.......................................................................................17 Zoom...............................................................................................21
Section IV
The 3DO Company (“3DO”) warrants to the original consumer purchaser of this 3DO software product that the compact disc on which the underlying computer program is recorded is free from defects in materials and workmanship under normal, recommended use for ninety (90) days from the date of purchase. The 3DO software program recorded on such a medium is sold on an “as is” basis, without any warranty or condition of any kind, and 3DO shall not be liable for any losses or damage of any kind or nature resulting from the use or inability to use such program.
3DO’s entire liability and the original consumer purchaser’s exclusive remedy for breach of any warranty (express or implied) shall be, at 3DO’s option, either: (a) to replace, free of charge, this 3DO software product, or (b) to return to the original consumer purchaser the price paid for this 3DO software product. The preceding warranty shall not be applicable and 3DO shall not be obligated to replace this 3DO software product or to return any such sum to the original consumer unless this 3DO software product is returned within the 90-day warranty period, postage pre-paid with proof of purchase to The 3DO Company, 600 Galveston Drive, Redwood City, CA 94063, Attn.: Customer Support Dept., and the preceding warranty shall be void if any defect in this 3DO software product arises through accident, negligence, use in any application for which this 3DO software product was not designed or intended, modification without the prior consent of 3DO, any cause external to the product (e.g., heat), or by any other cause unrelated to defective materials or workmanship.
EXCEPT FOR THE LIMITED WARRANTY SET FOR ABOVE, ALL OTHER REPRESENTATIONS, WARRANTIES,
CONDITIONS, TERMS AND OBLIGATIONS, WHETHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
LIMITED TO, ANY IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR ANY PARTICULAR PURPOSE AND/OR NON-INFRINGEMENT REGARDING THIS 3DO SOFTWARE PRODUCT (RELATING TO EITHER THE COMPACT DISC, THE SOFTWARE OR OTHERWISE) ARE EXCLUDED TO THE MAXIMUM EXTENT ALLOWED BY APPLICABLE LAW.
3DO neither assumes nor authorizes any other person or entity to assume for 3DO (or any related or affiliated entity) any other liability in connection with this 3DO software product.
IN NO EVENT SHALL 3DO BE LIABLE FOR ANY INCIDENTAL, CONSEQUENTIAL (INCLUDING LOSS OF PROFITS), SPECIAL AND/OR OTHER DAMAGES OF ANY KIND OR NATURE RESULTING FROM THE
PURCHASE, POSSESSION, USE, OR INABILITY TO USE THIS 3DO SOFTWARE PRODUCT, EVEN IF 3DO HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR LOSS. IN NO EVENT SHALL 3DO’S LIABILITY
TO THE ORIGINAL CONSUMER PURCHASER EXCEED THE AMOUNT ACTUALLY PAID FOR THIS 3DO
SOFTWARE PRODUCT. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION.
3DO has endeavored to ensure that the end user manual and promotional materials regarding this 3DO software product accurately reference the product. However, because of ongoing improvements and updating of 3DO software products, 3DO cannot guarantee the accuracy of printed materials after the date of publication, and 3DO disclaims any loss, liability and/or damages, whether in contract, tort or otherwise, arising out of or resulting from the manual and promotional materials, including, without limitation, any loss or liability resulting from changes, errors or omissions with respect to any of such items.